"I know that William Bartlett
and Framestore CFC will rise to any challenge I throw at them.
With noitulovE they have - once again - surpassed themselves."
Daniel Kleinman, Director, noitulovE
VFX Supervisor William Bartlett was responsible for leading
Framestore CFC's team through noitulovE’s demanding
3 ½ month schedule, from planning, through the shoots in
Iceland and in a London studio, to assemblage and creation of
a multitude of elements in the Inferno. He even managed to bake
some bread on the way…
"This spot was exceptional – and challenging - in many
ways," admits Bartlett, "Not least because so little
of it existed when we were planning it. It is very much a product
of the post production process." Real elements that were
filmable included the bar sequence at the beginning when we meet
our heroes, green screen footage of the men with various costumes
and layers of ape-man make-up on, some spectacular scenery from
Iceland and the mudskippers at the end of the story.
The rest of noitulovE is an extraordinary digital collage,
made up from stock footage, custom built CG creatures, CG plant
life and rocks, digital stills and VFX from the Inferno's library
of tricks.
A great VFX Supervisor is equal parts artist, technician and accountant,
and it was the number cruncher in Bartlett that led him to create
some of the elements for noitulovE in his own oven. "From
the start I'd been very aware that the CG list was already colossal
- 15 new creatures, for a start. For several of the shots we needed
'geological' distortion of background rock formations," he
recalls, "And I was struck by the way heat affects dough.
I made some up at home, experimenting with various materials to
get the right sort of looks and textures, and shooting it with
time lapse every 10 seconds. For some of the looks I found that
a dough/Grape Nuts/Special K combo worked best!"
Andy Boyd headed the 3D team tasked with creating not only creatures,
but also trees, grasslands, rivers, waterfalls, a meteorite and
millions of year's worth of geological transition.
For the VFX elements – plant life and geology – a
key to the success of producing so many 3D effects in such a little
time was to have a system that allowed to create many variants
of the effects procedurally. For this reason Boyd chose to use
Houdini 3D software, which is ideal for this sort of approach.
The creatures that Boyd's team came up with were also in a constant
state of flux – flying squirrels becoming regular squirrels,
fins withering away, necks growing. "It was a lot of fun,
actually," he confesses, "As we had a bit of freedom
to experiment with the design of the prehistoric creatures."
Even with so much of the spot created inside various computers,
there was still a need for a small amount of TK work. The 35mm
was transferred at HD by Colourist Matthew Turner, who also worked
with Kleinman on the mastergrading of the material.
So how does it feel to have squeezed an aeon into an ad break?
"Fantastic," laughs Bartlett, "All I need now is
a new Le Creuset pan to replace the one I shattered while boiling
sugar for some eroding rocks…"
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