Hobbs & Shaw

DNEG VFX Breakdown of Hobbs & Shaw

I was tasked again with another shotsculpt task for the latest installment of the Fast & Furious franchise film, Hobbs & Shaw. This task in particular set up work for the FX team with which the cached digi-double mesh is being deformed by the slow motion punch sequence. I had to ensure that the digi-double matches with the silhouette of the hero characters on the 2D plate while maintaining the volume of the 3D mesh. This is to help simulate the water colliding the the characters.

I was assigned two shotsculpt tasks from the same sequence which was both done within a span of 4 working days. At the beginning I was very perfectionist and particular with how the little details. My lead addressed to me to really focus on maintaining the volume rather sculpting in the costume creases which actually guided me back on track to finish my task on time.

Men In Black: International

DNEG VFX Breakdown of Men In Black: International.

It’s still so surreal to me that the first VFX project that I got to work on a big film franchise. It was the first time I got to interact and work with the Creature team in DNEG. I was still new and confused with so much that went on during the production which is inevitable during the beginning stages. But as I’ve progressed along the weeks, I started to gain more clarity and understanding of the shot workflow.

My role for this project centred around ‘Shotsculpt’. Shot sculpt involves working on top of the animated and even simulated character(s) that will need to be cleaned up. The clean up would entail fixing intersections on the costume and the body of the character. As well as creating creases and building up the silhouette features to create the desired look.

Before and after: From motion capture data to fully rendered animated character

My first task involved working on fixing the costume of the character ‘Vungus the Ugly.’ The character has been modelled, rigged, animated and even simulated and gets passed downstream on to the pipeline ready to be shotsculpted. This process takes in an alembic cache of the character with all the animation and costume data, in which will require to work on top of the shotsculpt rig. This entails adding key frames on the transforms and deformations within the shotsculpt rig to get the desired outcome of the sculpt.

The task was initially given for me to do within 5 bid days. And so I had a multiple mentors that offered to help me throughout the time I had to work on the shot. My mentors all helped me get familiar with setting up the shot, the techniques and introduced me to bespoke tools that enabled to help speed up the process. I’ve also learnt a lot about the application of different deformers such as lattice and delta mush. The training that you really gain from actually doing the work is invaluable because you understand and there’s a way for you to really look back and apply the knowledge that you’ve gained as a result.

I ended up getting my first shot approved after 14 days! I was quite annoyed at myself at first but I had to remember that this was my first task. You will make mistakes and learn important lessons at the very beginning. But it will be worth the struggle because you would’ve gained more insights and resilience. That it’s okay to ask for help because people are willing to help you.

I was also tasked another shot from another sequence which involved correcting costume intersections from 6 crowd agents. In this task I was given 2 bid days and I was able to finish the shot in under one day. This just goes to show how it gets better and easier the more that you practice and perfect the craft.

Personal Projects

As well as processing through the ATD – CFX apprenticeships, I also want to work on some personal projects that I’ve had in mind and try to create something that reflects on my current stage of learning and development as a CFX apprentice.

One of the projects that I would like to tackle is rigging and creating controls suitable for production. A lot of the attention can be drawn particularly from the way a character’s facial expressions and hand gestures that when it seems odd it disrupts the suspension of disbelief. Hands are important aspects when it comes to expressing emotions and a character’s personality. There are plenty of opportunities to look into building a rig system that an animator can use to help provide support the flow of the animators’ work.


Hand Rigging (Ongoing)

Bone structure of a hand

At the moment I am learning to rig in Maya which is something that I’ve felt uncomfortable and would try to avoid at any cost! But I told myself that in order to grow and become better at your craft you have to do the uncomfortable. I decided to rig hands simply because it’s more focused on a certain body part rather than tackling the whole human body which can seem overwhelming to wrap your head around at the beginning. Therefore in the next 8 weeks (setting myself a deadline so I can commit to it) I will hopefully get to a stage where I am more confident in creating a hand rig that I can be proud of sharing.

PLAN OF ACTION

I plan to work on this project for 8 weeks. From the research and development stage, (modelling?), rigging, skinning and creating range of motion animation tests.


Feathers Groom and Simulation (Started)

Sectioning parts of the bird and of a single feather

For this project I have set off to learn more about feathers and how to approach the workflow from grooming and simulating feathers. It is of the more challenging aspects in the CFX pipeline which I’d like to tackle and work towards improving my knowledge upon simply because there’s very few feather systems that work to fix the interpenetration between feathers.

PLAN OF ACTION

This project is a little bit more ambitious since I have very little experience with feather systems in general and I’m still fairly new with Houdini. I plan to tackle this project straight after the hand rigging. And an ongoing research and development will still take place as a move through my apprenticeship