G.I.JOE

  • Prime Focus VFX talks Digital Matte Painting for GI JOE: The Rise of Cobra.

    CGSociety :: Production Focus
    8 September, 2009

    Prime Focus VFX (formerly Frantic Films VFX) lent its expertise in previz, digital environments, fluid simulation and high-volume particle rendering to complete 124 visual effects shots for 'G.I. JOE: The Rise of Cobra,' directed by Stephen Sommers for Paramount Pictures.

    A large portion of these 70 shots were for the finale’s aerial sequence, which features a plane being eaten away by Nanomites, a bio-weapon usurped by evil forces that disintegrates metal on contact.

    © Paramount Pictures.
     
    © Paramount Pictures.
    © Paramount Pictures.

    According to Prime Focus VFX President and Senior Visual Effects Supervisor Chris Bond, “This sequence was particularly challenging because we weren’t relying on any aerial photography, which would be nearly impossible to shoot at these speeds. Instead, we opted to create nearly everything digitally – the plane, sky, clouds and the destructive Nanomites that eat away the plane.”

    In short, Prime Focus used footage of actor Marlon Wayans shot on set in a chair with only the practical cockpit around him, then digitally built the Night Raven plane including its inner-workings and engine, which are revealed as the Nanomites eat away the metal.

    Visual Effects Designer/Supervisor Ken Nakada heads up the digital matte painting and 3D environment department in Los Angeles, along with support from Environments Lead Rob Ward, to create the CG sky and clouds using a combination of fluid dynamics, matte painting, CG simulation and particle simulation. Prime Focus also created missile contrails and built the White House and Potomac River entirely in CG.

    Nano gunk coming down from orbit. credit: © Paramount Pictures.
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  • Ken Nakada came on board Prime Focus VFX -- then called Frantic Films -- in February 2008. He was recruited to spearhead the company’s new digital mattes & concepts division. "My professional background includes two-and-a-half years with Momentum/LookFX as visual effects supervisor and designer overseeing the company’s digital environment team," he says. "I also spent five years at RIOT, first as a senior matte painter, later as a VFX supervisor, and eventually became the company’s director of visual effects. I’ve also freelanced in the matte paintings departments of Industrial Light & Magic, Stan Winston Digital, ESC Entertainment, Cinesite and Captive Audience. I got my start in matte painting and visual effects at Illusion Arts in Van Nuys, CA where he spent six years. Some films I’ve worked on in which I’m most proud include 'Apocalypto,' 'City of Ember,' 'Sky Captain and the World of Tomorrow' and 'X-Men.'"

    Prime Focus VFX digital mattes and concepts division was created to do everything from straight matte paintings to full 3D projections in 100 percent CG environments. This environment work includes CG hard surface models, fully interactive CG water, CG people and CG atmospherics.

    Most recently, the team helped design cloudscapes and aerial vistas for the high altitude chase sequence for 'G.I. JOE: The Rise of Cobra.' This chase travels from earth's upper stratosphere to near ground-level sweeps of the Potomac River.

    Full Matte Painting. © Paramount Pictures.
     
    Full Matte Painting. © Paramount Pictures.

    Rob Ward, who joined Prime Focus four years ago to build creatures and characters, was in charge of putting together photographic elements and models to reconstruct miles of travel along the Potomac leading up to the White House. Ward recently branched out to provide environments, effects and animation for an interesting variety of films. "For the eight or nine years before joining Prime Focus, I bounced between features and animated TV, both as a character/creature designer and an animator," explained Rob Ward. "I was environments lead on 'GI JOE'."

    "The White House was completely digitally reconstructed, and we added buildings, trees and an actor landing on a CG lawn. The higher altitude clouds were built using several techniques based on distance from camera. Starting from CG cloud vistas generated from the scenery generator software Terragen, we painted background clouds and foreground clouds. Much of the mid-ground clouds and extreme foreground clouds were created using fluid dynamics in Maya. Painted clouds on cards were used to fill gaps in some shots. Elsewhere in the movie, matte paintings were also utilized to create interior submarine docks as well as cancer cells inside of veins," says Ward.

     

    Rob Ward has been designing and supervising concepts for several movies. Along with Matte Painter Elias Gonzalez and Environmentalist Ethan Summers, he's worked on concept designs for the Night Raven aircraft and environments in 'G.I. JOE' and backgrounds for 1930s New Orleans in 'Bolden and Louie.' Along with matte painters Susan Stewart and Tracey Mclean, they've done interior aircraft designs, a mystical desert karate training camp and a desert temple for 'Dragonball Z.' "We also have an exciting slate of upcoming movies coming out," he says, "but it’s too early for us to discuss those films just yet."

    Looking at the storyline, the guys knew they had to cover cloudscapes starting from a secret arctic base, then traveling to the skies above Russia with an about-face back to the eastern seaboard of North America, then diving down the Potomac river and traveling for a few miles near ground-level to the White House before shooting up to the edge of the earth's stratosphere, and then back down to the White House lawn. "We tested several terrain-generating software and found that they were very strong in creating looks for us," Ken Nakada tells us. "Matte painting could then take these frames and flush out finished renderings of the environment. We had tons of reference photography of the many different cloud types at different elevations, from ground level looking up at skies to satellite images looking down at earth's atmosphere and tons of others in between. We also had copious amounts of aerial footage, stunt pilots, that sort of thing."

    Maya Volumetric Clouds. © Paramount Pictures.
     
    Maya Volumetric Clouds. © Paramount Pictures.

    Rob Ward explains that there were two distinct environments - the sky chase, and the chase over the Potomac leading up to the White House. "There was a lot of planning to be done for both sequences, both logistically for a location shoot and reference gathering on site, and for the overall visual look," he says. "The Potomac sequence had to be mapped out in detail for both the practical helicopter shoot and the photo excursion, which resulted in thousands of high quality photos of the locations we'd eventually fly through in our CG environments. We knew ahead of time that the White House would need to be built fully in 3D, but who knew they wouldn't allow us to send a film crew directly toward it at high speed."

    "In the high-altitude chase sequence involving the Night Raven, we were working with a number of bluescreen cockpit shots as well as full CG shots," adds Ken. "Overall, in this finale sequence, we had 40 full CG shots and 29 shots that included live action. So aside from a few live-action cockpit shots, the whole sequence was fully CG."

    © Paramount Pictures.

    Photographs are always used as reference. For mattes, they set the bar for that the artists try to achieve in their creations. Photos are used as much as possible to ground the realism. "That being said," qualifies Ken, "in this job hardly any photography was used in the creation of the cloudscapes because the camera was always moving too fast and continuity had to be maintained across many miles of environment."

    "So photography served as our guide but we had to recreate our cloudscape environments. That applies for the cloudscapes but the opposite was true for the part of the sequence in which we’re traveling along the Potomac River. This part of the sequence was near ground level and we could take our own reference photographs."

    © Paramount Pictures.
     
    © Paramount Pictures.

    Traveling down the Potomac River on a boat, Chris Bond took around 13,000 pictures in stereo pairs along the virtual flight path of the aircraft. Back at the studio, Rob Ward led a team to reconstruct miles of this environment using these photos. Matte painting was used to create some skies for the river shots and a couple of vistas from the White House. Trees for the most part were photos worked over a great deal in Photoshop. "Once we reached land and headed toward the White House, more and more rendered 3D was necessary," explained Rob. "The White House is a fully lit, textured and rendered 3D model as were the trees and bushes on the White House grounds. After Ripcord ejects from the jet and falls toward the earth, everything you see is purely digital, sky, ground and Ripcord himself."

    The issue of 'Control' drove the decision to create virtually everything digitally, but Rob Ward also feels it was also a matter of art direction. "Production did make a number of passes with a film camera up and down the Potomac in a helicopter,' he says, "but this afforded far too little flexibility in framing shots and getting a sense of speed and excitement, so none of this footage made it into a shot. It did provide all sorts of useful visual reference for us though."

    © Paramount Pictures.

    Concept to screen
    Once approval was gained on the concepts, Prime Focus needed to make it work for the real shots. Cameras moving at high velocity passed clouds close to camera and would need 3D to sell the parallax. Artists Ethan Summers and Marcus Levere helped work out a pipeline to generate these volumetric clouds. Digital elevation maps from the U.S. Geological Survey were often used as starting points for terrain generation. Sometimes they used satellite weather pattern images as node inputs for cloud-generating algorithms.

    The 3D Lighting and Rendering Lead Chris Pember provided some very realistic water to complete the shots. For this he used the in-house software Flood Surf, and for rooster tails and water thrown up by the jet, FumeFX.

    "Sometimes there were as many as two 3ds Max scene files, two Maya scene files, two Terragen scene files, and multiple Photoshop files per shot," explains Ken Nakada. "Keeping all of these render passes in order was difficult enough, but there were often camera changes too! When this happened, new camera nodes had to be created for all the scene files for rendering multiple passes from each scene file. All these passes necessitated a large farm, so rendering was a challenge."

    "We found we needed the strengths of many different software packages, as well as different VFX techniques and opted to write custom tools to achieve our goal, which led to a cluster of fun trying to keep all the passes straight. Spreadsheets that each artist could update simultaneously were key, and compositing and LnR had to be able to keep track of all these passes as well. Everyone had to be absolutely religious about updating their elements and inform artists downstream about the updates," adds Nakada. "We used Photoshop, Terragen, Vue, Maya, 3ds Max, Krakatoa, V-Ray, and Fusion, and Prime Focus Software’s Flood Surf and FumeFX."

    © Paramount Pictures.
     

    Advice
    Ken Nakada and Rob Ward give some advice for artists wondering about moving into matte Painting as a career in the future. Here is their advice.

    Ken Nakada: Art is more important than software. Know the basics: perspective, lighting, color theory, composition and blocking. The details will come with experience and your dramatic brush will develop. Study the light in photographs. Take each subject matter one step at a time. The qualities I find valuable in a matte painter are intense curiosity about nature, the desire to make every painting look as if it could be a photograph (if the subject matter truly existed), intimate knowledge of the camera and lens, and the understanding that you are helping someone else create their vision. Show them the possibilities with passion.

     

    Rob Ward:My only input would be to learn as much 3D as you can stand, especially basic modeling and lighting and some simple effects. Take a photo and see how far you can push by projecting bits of it onto geometry and moving a camera around in it, then evaluating the success or failure of each element. Be ruthless in breaking out what doesn't work into smaller projections, use your painting skills to fill in any revealed gaps, and see how much you can get away with.

     

    Related links:
    G.I.Joe
    Prime Focus Software
    Ken Nakada
    Rob Ward
    Adobe Photoshop
    Planetside Terragen
    e-on Software Vue
    Autodesk Maya
    Autodesk 3ds Max
    Prime Focus Krakatoa
    Chaos Software V-Ray
    eyeonline Fusion
    Prime Focus Software Flood
    Prime Focus Software Surf
    Afterworks FumeFX

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