Page 91 - 3D World - October 2017
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industry
                                                                                                             47 Meters Down































                                               images of rocks from
                                               the set tank were
                                               transformed into 3D and
                                               introduced into the scene



                                               much of the set extension work, such as the
                                               sea floor. “To create it, we took images of   OvercOming
                                               the on-set rocks in the tank, processed them   Obstacles
                                               with photogrammetry and made scans of
                                               them, using all the textures,” he explains.   Duncan mcWilliam explains how
                                               “Then we used Soup for Maya to recreate   the studio came up with a solution
                                               each individual stone, giving them different   for editing what wasn’t there
                                               sizes and rotations, and scattered them
                                               around the seabed.”
          the film needed more sharks, and that a new   The artists were also tasked with   “The movement and the positioning
          ending needed to be shot. “So not only did   constructing the cage in CG. ”The trickiest   of the shark, the post bit, was the
          we have a 16-week schedule, it got recut in   part there was that lighting behaves very   most creatively challenging part,”
          the middle, and we had new footage that   differently underwater,” says Mandi. “For   says McWilliam, “because we were
          had to be slammed in in the last 12 weeks,”   instance, as the cage sinks from the top of   on a 14-week schedule with an
          recalls McWilliam.                   the surface, where it’s bright and clear, the   unlocked edit, and the editor can’t
                                               lighting becomes gloomier. But we had to   edit without the shark movement.”
          Fingers in many pies                 strike a creative balance between achieving   Their workaround was that the
          As well as the sharks, Outpost VFX’s work   realism, without making it unwatchable for   editor would have a red and a blue
          on the film covered both 2D and 3D work,   the audience because it’s just too dark.”  dot that he’d animate left and right
          including set extensions, simulation work,   All in all, it was a make-or-break project   in frame to represent the shark
          CG environments, digi doubles, digitally   that paid off for the Bournemouth studio,   movement. “This helped make sense
          removing the instructional divers keeping   and it’s significantly expanded its artist   continuity-wise across the sequence,
                                                                                      and from there we would post-viz. So
                                                                                      we ended up with one of our guys in
                 “how Do you make a tank in essex Feel like you’re at the             the editing room animating a low-res
                 bottom oF the sea in the tropiCs?”                                   shark on a laptop and throwing it
          Duncan McWilliam, Outpost VFX Founder                                       into the edit.
                                                                                        “Once that process was
                                                                                      underway, the director and editor
          the actors safe, and CG integrations   roster as a result. “This was our first   would be able to say, ‘Hang on a
          with live plates. Software used included   big ‘look we’re here!’ creature feature,”   minute, that doesn’t cut with what
          ZBrush, Maya and Mari, as well as nuke   McWilliam explains. “It was very much   we did with the dots’. So it started
          for compositing, Agisoft to process scans,   done for the craft, as an opportunity to   off with dots, then became greyscale
          Particles for particle work, and houdini for   show what we could do. We saw this as an   sharks, then once approved went
          above-the-surface water simulation.  investment in our own work.”           through to render and light and so
            3D artist Laszlo Mandi, one of around    Find out more about Outpost VFX   on until finished.”
          40 working on the project, was involved in   FYI  www.outpostvfx.co.uk

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