3D World

(Sean Pound) #1
left: axisVFX had to be careful not to create
fire and lava that looked too realistic, in
order to remain consistent with the Aardman
animation style

Below: Audience reactions all started
within 15 frames of each other to produce
a natural-looking crowd that didn’t perform
their actions all at once

Far left: axisVFX had a version of the stadium
without any distinguishable features,
allowing the characters to ‘run’
for longer periods of time


SCooby-Doo StaDium


axIsvfx created an alternate
versIon of the stadIum to help
them alter camera angles

As the story evolved, the progression
of where the characters were in the
football pitch would come back, and
axisVFX would have to alter their
approach to keep in line with the
updated story. “So they're running
from one end of the pitch to the other.
They can't cross the centre line twice
so we had a version of the stadium
that didn't have any distinguishable
features in it,” explains Jones. “In
other words, it was just a very long
side of audience, so you didn't go
past the royal box, you didn't go past
any entrances so that you could run
that for a lot longer, and you never
quite knew where they were in the
pitch. Then if you wanted them to
run past the centre line, you'd see the
centre box or something that would
let you know where you were in the
pitch. I called that second stadium the
Scooby-Doo stadium because it's like
a Hanna-Barbera background that just
comes in loops, so we had that one for
a number of the shots.”

industry
Prehistoric VFX

There’s also a meteor moving towards
earth and in keeping with the slightly
factually incorrect theme, Jones and his
team deliberately cheated the fact that
it was too far away from the earth to be
reacting with the atmosphere. “Nick was
very clear that he wanted it to have that
nose-cone sort of thing happening as if it’s
hit the atmosphere, so again we cheated
that because it just makes the shot more
interesting,” Jones says. The meteor then
comes through the clouds, hits the ground,
takes out the dinosaurs and makes a great
big crater, leaving a football-shaped, mini-
meteor in the middle.
“We went to one effects artist to create
the big explosions and the fireballs, and we
went to another one to do the meteor trail
and then comped the whole lot together,
but the key thing we found with the effects
works – and it’s the same with the torches
around the stadium and any hand-held
torches – was, when you first create this
stuff in CG, what you get is something
that’s very real-looking. it looks like fire
and it looks like smoke and then of course,
that doesn’t fit in with the puppets in the
Aardman world. We had to do that with all
of our effects work, we had to get it with the
right shape and the right intensity but then
we had to simplify the look of it to make
it look less real and that, in some ways, is


harder because the first thing it does is give
you something that looks great and then it
doesn’t fit in with the style of the animation,
so there’s a lot of that on a project like this.”
Jones says the use of redshift through
Maya on Early Man saved his team valuable
time when it came to rendering frames.
“it would take an hour or more to render a
frame in Arnold and we came back with a
picture that was just as good for what we
needed in ten minutes when using redshift.”
He adds that through this time-saving
practice and knowing how to approach the
project from the offset meant that Early Man
became a challenge worth taking on. “We
made sure everyone approached the stadium
in exactly the same way in compositing, so
there was a pre-design look for it and we had
a few adjustments,” he says.
“i think that approach to limit what the
artists can do works well, because you might
have 20 artists working on 20 shots and they
all look completely different, but they’ve all
got to look the same. so i think giving them
a pre-built look and saying you can tweak a
little bit of it but you can’t start again on it, i
think that approach works well. We’ve kept
a lot of the artists on at the moment so from
a learning perspective for a lot of them, it
went really well.”

FYI

Find out more about the studio’s work at
http://www.axis-vfx.com
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