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prometheus
06-20-2012, 10:39 AM
some interesting articles about modeling of the spacecraft also know as "the juggernaut"
And some set extension, maxxon cinema 4d widely used...
http://news.creativecow.net/story/869079

And some other vfx topics for the movie..
http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/prometheus

If thereīs more...and especially anything with lightwave software:) would be cool to here about, if there is that is?

Michael

Eagle66
06-20-2012, 04:47 PM
Prometheus = LW free zone :D

#149: Prometheus visual breakdown
http://www.fxguide.com/fxguidetv/fxguidetv-149-prometheus-visual-breakdown/

rebuilding hallowed vfx
http://www.fxguide.com/featured/prometheus-rebuilding-hallowed-vfx-space/

MPC, Fuel and Weta Digital are NO LW Customers ...

prometheus
06-21-2012, 01:25 AM
Thanks for filling in the VFX coverage Eagle66.
Some nice fluid and particle info there.
Flowline extensivly used it seems, for dust and smoke and explosions.

Michael

prometheus
07-08-2012, 08:31 AM
some more youtube daily coverage, PROMETHEUS: LANDING SEQUENCE & CRASH ...
http://www.youtube.com/watch?v=r9Bh-lIggPw

Michael

Celshader
07-11-2012, 12:16 PM
Prometheus = LW free zone :D

...

MPC, Fuel and Weta Digital are NO LW Customers ...

Steve Burg is (http://steve-burg.deviantart.com/art/Snowbound-287945713) a LightWave customer, however, and he got to design the Prometheus ship itself.

Steve Burg: Prometheus Concept Art II
http://steveburg.blogspot.com/2012/06/prometheus-concept-art-ii.html

Prometheus a.k.a.Magellan
http://steve-burg.deviantart.com/art/Prometheus-a-k-a-Magellan-307916022

prometheus
07-11-2012, 01:32 PM
Steve Burg is (http://steve-burg.deviantart.com/art/Snowbound-287945713) a LightWave customer, however, and he got to design the Prometheus ship itself.

Steve Burg: Prometheus Concept Art II
http://steveburg.blogspot.com/2012/06/prometheus-concept-art-ii.html

Prometheus a.k.a.Magellan
http://steve-burg.deviantart.com/art/Prometheus-a-k-a-Magellan-307916022

Great concept art, strange ..I havenīt seen him around before..thatīs bad.

Michael

Celshader
07-11-2012, 02:41 PM
Great concept art, strange ..I havenīt seen him around before..thatīs bad.

Michael

Looks like he's worked on film productions since The Abyss in 1988:

http://www.steveburg.com/film_tv.html

probiner
07-12-2012, 03:51 AM
Thanks for the links, all. Cool info and background.


Cool to hear. :) And I really dig the ship's design!
Same here! That landing shot is brutal. I just found weird at start, that the trusters were also the landing gear.

ianr
07-16-2012, 07:57 AM
Hi Celshader,
Nice to here from you,
Maybe Jen, you could
wake up NT marketing
to do an article on
Steve's initial work on
Ridley's ship?
I know in the old days
Brad would have jumped
on this.
More Exposure after a
wrap is never a bad thing
in PR. Best wishes

erikals
01-23-2013, 11:43 PM
not sure it done in Lightwave, i found that he uses Maya, Modo, Lightwave.

this one was nice though >
http://vimeo.com/35076014

prometheus
01-24-2013, 12:19 PM
not sure it done in Lightwave, i found that he uses Maya, Modo, Lightwave.

this one was nice though >
http://vimeo.com/35076014


Yes ..nice ship design, However..I was more impressed by the twisted tower buildings in there,
I also liked the ships in the evacuation clips, would like to see more of that concept ship design.

Burg was in for the beginning of the prometheus film, but left early on, you can read more about that here...
http://io9.com/5917639/10-things-you-didnt-know-about-the-design-of-prometheus

hereīs also more info about prometheus...
http://www.fxguide.com/featured/prometheus-rebuilding-hallowed-vfx-space/

Since I found out about the location of wadi rum, I too got a little obsessed with the rock formations, I spent several hours of searching images around that area.. and went for a google earth ride, I understand why ridley wanted that as a base for the landscape.

Steven Messings design is more Alien and more alike the lava rock style in the first alien movie, but Ridley seem to have thought it was too fantastic and wanted more down to earth.

The wadi rum rock surface textures are quite amazing anyway, It looks carved or melted with weird gaps and flows, cant Imagine how that has been built up by nature.

Unfortunatly I didnīt like any creature design in this movie,(Charlize theron, and Noomi Rapace excluded) It must be a very hard trying to design something new though without repeating the old alien design..indeed a tough one.

Michael

erikals
01-24-2013, 04:59 PM
a slightly sad thing about Prometheus is that it was played safe (PG13)

it made the movie less interesting in my opinion...

hope Pro2 will be an "R"...

prometheus
01-24-2013, 06:05 PM
The thing is that Prometheus aimed to be a scifi epos with some bigger depth and questions within the movie, and trying to thrill people anyway.
I think Ridley mentioned that he love to scare the living **** of you, but I donīt think that was the main focus,I think they attentionally went for the philosophic provoking theme, and
if they wanted to..they could have made it in to a horror film, In Alien the horror was nr 1, and the scifi more secondary really.

In Prometheus I think it was he other way around, you could
question if those were the intentions From Ridley and producers of both of the film.

I enjoyed it as a slightly better scifi flick than most right now, but dialog and scare factor canīt compare to the master pieces of Alien and Aliens, I do think that it had potential to
match the old ones..if they got better dialog and some smarter script etc.

Very very hard to acheive something nowadays that we never have seen before in terms of vfx, or the way the story is told to scare the crap out of us.
Some absolutly beautiful scenery and some soundtrack epos in there and many vfx shot were well executed, but that isnīt enough.

Just look at the characters and how believable they were in Aliens and Alien, the dialog, their personality etc...nothing close in Prometheus, but that is of topic from the vfx thread here.

Michael

djwaterman
01-24-2013, 08:17 PM
http://www.youtube.com/watch?v=VJB3hD9ICWU

prometheus
03-01-2013, 12:38 AM
A little more coverage from MPC, quite recently uploaded video, VFX supervisor Charley Henley talks more about environments in prometheus, heīs been talking about similar in other interviews, but this adds on more details to those vfx coverage before.

Talk about location filming,hdr etc..
http://www.youtube.com/watch?v=oADgcVbqtIg&feature=em-subs_digest&list=TL85Ws89Kxab8

Michael

rcallicotte
03-01-2013, 05:20 AM
Nice thread!

prometheus
03-28-2013, 08:49 PM
hereīs some more info about huds and displays on the screens and on the cryotubes, by the way..I want one of those, preferably with extremly high oxygen level, would be nice since I am
allergic to birch and canīt have my window open now when spring arrives.
Dont think Mr Michael Jackson was that crazy at all, heard something about him sleeping in some weird way, but might just be rumours.

Ohh..back on track, after effects special scripts to handle that graphic...
http://www.artofvfx.com/?p=2834

erikals
03-29-2013, 01:19 AM
the MJ glass bed was just a silly PR stunt that got way out of hand  http://erikalstad.com/backup/misc.php_files/smile.gif

talking HUDs, here's another excellent link > http://www.pushing-pixels.org/2012/06/01/the-craft-of-screen-graphics-and-movie-user-interfaces-conversation-with-jayse-hansen.html

btw, IKB would actually be pretty good for this, you also have the benefit of using LW dynamics for cool stuff, or even Mike's script > SpringyThingy (http://www.youtube.com/watch?v=BpFzPBx6Ewk)

prometheus
03-29-2013, 08:44 AM
the MJ glass bed was just a silly PR stunt that got way out of hand  http://erikalstad.com/backup/misc.php_files/smile.gif

talking HUDs, here's another excellent link > http://www.pushing-pixels.org/2012/06/01/the-craft-of-screen-graphics-and-movie-user-interfaces-conversation-with-jayse-hansen.html

btw, IKB would actually be pretty good for this, you also have the benefit of using LW dynamics for cool stuff, or even Mike's script > SpringyThingy (http://www.youtube.com/watch?v=BpFzPBx6Ewk)

thanks..good link there.

Might be tempting to test in 3d, action and dynamics could probably work well,not sure about render smooth curves thogh that also can expand and move, would have to be very smooth segmented I guess, would love to have a real true control UI desktop for an Ipd or a portable computer, with cool fancy HUD icons and network binding topics/apps.

we are still faking it within after effects, but it hasnīt been useful or created for real stuff..has it? (except for nodes and rubber band mode in lightwave:))

Michael

prometheus
03-29-2013, 10:00 AM
Taking a thought of it, for 3d HUD I wonder how to actually create the tendril node connections, and have them render properly smooth, apart from the dynamics.
Same goes for circular and round shapes..which would require very much smoothing, Might be that everything would be best using subpatched for smoothest rounding, and curves I donīt
think can be simply curves since thereīs no good way to render them smoothly, and you need them to appear dynamic too, so not sure about what would be good for that.

After effects offers a straight forward draw of shapes in vector format that is absolutly smooth, and easy set of expression to scale or or let items oscillate in opacity etc, problem is..as those
doing the HUD effect in prometheus discovered, the binding/connection of nodal tendrils etc..which they got a special plugin or script for, so the tendrils react to the node item itself.

Edit...curious if some motion of items could be animated in lightwave, then simply replaced when using the after effects interchange, must be some interesting things
that can be done here..but I havenīt touched that route yet, donīt even know if after effects cs3 is compatible with the lightwave after effects interchange?

Michael

prometheus
12-18-2014, 05:43 PM
bumping back after a few years..I happened to come across this article, which I donīt think has been covered here, it contains in principle much of what the other articles said, but I think it also contains stuff I havenīt read before either..

http://www.artofvfx.com/?p=2842

Davewriter
12-20-2014, 09:41 PM
The original derelict ship (what's left of it) lives in Burbank. In several of the interviews they touch upon Scott loving to have practical items when possible. There were lots of things from Alien that were built up and rigged for use "just in case" Ridley would suddenly say... For about 25 frames, if you know where to look, there is a moon buggy the crew walks past while looking for Jones. The Dang thing runs! And there were all kinds of wacky tool boxes all put together with strange gizmos. It all makes for an amazing collection to see.

djwaterman
12-20-2014, 10:42 PM
There's also a bunch of this stuff glued all over the keyboard and looking most conspicuous during a hand close up.

126200

prometheus
12-21-2014, 07:37 AM
djwaterman and Davewriter, yup...but those arenīt prometheus vfx...itīs alien stuff right?

prometheus
12-21-2014, 08:20 AM
steve burg (also lightwave artist) for initial concept design of the prometheus...
http://steveburg.blogspot.se/
http://vimeo.com/user7706753

stephen messing did some concept art, already mentioned...
Steven Messing...
http://www.matteshot.com/

and ALEX KOZHANOV GUTALIN matte painter and concept artist did zbrush work with the juggernaut ship, he has obviously been influenced with H.R Giger, and the style is very similar, though Alex seem to do it more technical and "high tech" than H.R Gigers more fluid, bone deformed style...but that is what Ridley scott wanted.
http://www.gutalin.org/

About the orrary effect, in the link to artvfx I posted and that article, it says they started the rendering process in October..and finished the last sequences in March, I wonder if that was strictly the orrary effect and continuously rendering...huh, they really needed to be sure the process would work then :)

the crash of prometheus in to the juggernaut, inhouse destruction system called Kali, and only parts that would crash in to eachother were modeled for destruction..not the whole thing:)
som fluids, mixed with particles and some practical elements.

the clouds, well...they seem to actually have flown over clouds a filmed a lot of it, then mixing certain elements.
The planet..a lot of live photage to over island and wadi rum, mixed with 3d extended terrain where needed, vulcanic smaller rock pieces were scanned rocks from island, some reshaped and then placed with a scattering script on the ground.

dust cloud...huge fluid caching, with some further practical element.

djwaterman
12-21-2014, 10:05 AM
Thanks for the links, some really fascinating work.

prometheus
12-21-2014, 10:32 AM
hereīs more, I might have posted this before though...
a little more on steven messing, and uv displacement techniques, and a slight hint on cinema4d global illumination and ray traced shadows etc..but that is a little in a veil exactly when and how much was mixed with true photage and 3d...
http://www.maxon.net/en/customer-stories/movies/singleview/article/prometheus-vfx-art-director-steven-messing-leverages-cinema-4d-to-create-cg-designs.html

Davewriter
12-21-2014, 11:13 PM
djwaterman and Davewriter, yup...but those arenīt prometheus vfx...itīs alien stuff right?

Yes, you got me there. I would guess that the same thing happened on Prometheus as well. There's probably extra stuff all over that never got any "face" time. It's just so kool being able to see and touch the Nostromo... or the Alien... or the facehugger. It's also great knowing that it all has a loving home.

djwaterman
12-22-2014, 03:49 AM
Please please please, micro-poly displacement for Lightwave.

prometheus
12-22-2014, 07:30 AM
Please please please, micro-poly displacement for Lightwave.

+1
I think that is on the upcoming list according to Lino Grandi...when is uncertain though.

Michael