Browsing Tag

Interview

172 posts

Germany in Baselight

A look back: In DP 01:2019, we took a look at high-end grading with Baselight. We also spoke to Rotor Film about HDR material and the Amazon series "Deutschland 86".
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Magical effects

Review: In DP 05:07, Harry Potter 5, to which eleven studios contributed effects, was enchanting. These included heavyweights such as DNEG, ILM, Framestore and MPC.
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Bloody ice magic

Review: In DP 06:2012, we visited the Polish studio Platige Image. Could the Poles, who are spoilt for success, manage the major project "The Witcher 2: Assassins of Kings"?
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Shadow of the Tomb Raider

Blast from the past: Who is the most iconic video game heroine ever? Lara Croft, of course. In this interview, we take a deep dive into the lost city of Paititi – and the final installment of the reboot trilogy.
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Who Needs an Office? – Talking with Hugo Guerra

At this year's animago, we talked to Hugo Guerra, one of the alpha-testers of The Foundry's Athera and an experienced Game Cinematic, Shortfilm and Commercial Director, about pipelines, owning a company and having a workflow that is completely remote. If you want to learn Nuke Compositing and keep up with courses and discussions, check out his Youtube channel bit.ly/hugos_desk, and for an overview of his work, check out hugo-guerra.com, where you will find the cinematics for games like "Assassin's Creed", "Eve", "The Walking Dead" and others.
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Who needs a workstation these days?

At FMX 2O18, The Foundry launched Athera.io, a connection between The Foundry’s tools (among others, like Houdini, Blender, and many more to come), Google Cloud Services and artists. Via a browser – and really, any browser and machine will do – users can get virtual workstations and rendering performance. That sounds nice – but let’s not get too excited and ask some questions first.
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Mit dem Artec Space Spider konnten die Requisiten im eigenen Haus gescannt werden. Die Markierungen auf dem Drehtisch halfen dabei, ein präzises Ergebnis zu erhalten.

Zombies & 3D Scanner

They are also currently stepping on the gas with their development and possibilities: 3D scanners have always been a part of visual effects production Effects production, many examples are now showing how they can make working on set much easier.
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Weekend Reading

Andrew Allen chats a little about how you can actually get the most out of your short film... and why you should not throw in the towel too early.
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What‘s next in Blender?

At FMX 2O18 we caught up with Ton Roosendaal – head of the Blender Foundation and the guy who turned the package into an open-source tool. And when you are already in Stuttgart, why not ask a few questions?
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Planet der Affen 3 Weta Digital

Third Ape Round for Weta

The final part of the "Planet of the Apes" trilogy opens in German cinemas on August 3. This video shows some of the technology behind the epic VFX work for which Weta was responsible.
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Modo in Space

(Free PDF to download) Bob Sauls - the visualiser of the new “Dragon V2” module from the spaceflight company SpaceX in an interview. You can hardly get any closer to “Star Wars”.
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Cloudy with a view of Houdini

Review: In DP 03 : 2014, we climbed into the opening scene of the bestselling film adaptation of The Book Thief. Rise Visual Effects Studios realised a long cloud sequence including a 3D tracking shot with Houdini. How do artists create the perfect cumulus cloud?
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When the Lucy gets the LIDAR…

Review: In DP 07 : 2014, "Lucy", together with director Luc Besson, tapped into the full brain power - and the VFX power of ILM, Rodeo FX and 4DMax. How did the sci-fi action film with Scarlett Johansson come about?
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Spider webs vs. electric flashes

Review: In DP 07 : 2014, the most popular spider-man in film history was electrostatically charged. "The Amazing Spider-Man 2: Rise of Electro" was one of the most elaborate projects for Sony Pictures Imageworks in 2014. We caught up with digital effects supervisor David A. Smith.
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Put in the right light

Review: In DP 04 : 2014, Depeche Mode went on a major tour - and Cologne-based post-production house the editors cgn was responsible for the high-quality post-production of the concert events. How do post-pros make the performers look as good as possible? Head editor Tobias Berbuer explains in an interview!
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Historical Decay

Review: In DP 01 : 2014 game developer Naughty Dog threw its heroes into a post-pandemic scenario with The Last of Us - but how were the lighting, texturing and motion capturing created?
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Rubinrote VFX

Review: DP 03 : 2013 took a closer look at the film adaptation of the young adult novel Ruby Red. We spoke to Professor Jürgen Schopper, Supervisor Mortimer Warlimont and VFX Producer Katja Müller about particle effects, the filmability of Spiegel bestsellers and the magic of VFX shots.
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Bioshock Infinite

Review: In DP 03 : 2013, we asked Design Director and User Experience Specialist Billd Gardner why Bioshock Infinite had to be delayed. What happened behind the company gates at Irrational Games?
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Visualising barley juice

Looking back: In DP 04 : 2013, we were thirsty for beer, because pilsner brand Warsteiner was celebrating its 260th birthday with an advertising campaign. The post-production studio nhb and the agency Kolle Rebbe created bottles in 3D for the Warsteiner brewery. Cheers!
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On the hunt for facial expressions

Review: In DP 05 : 2019, we realised that elaborately produced cutscenes in video games are no longer a rarity. In Remedy Entertainment's Alan Wake, MoCap specialist metricminds took care of the characters' facial expressions.
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The Right Way to HD

Volker Rodde, the founder of the camera rental company bearing his name, offers valuable tips for working in HD in the DP interview
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SIGGRAPH 2007: Motion Tracking for Everyone

With its extremely inexpensive motion-tracking solution for 5000 US dollars, NaturalPoint caused a sensation at SIGGRAPH. DIGITAL PRODUCTION did not want to miss this and visited their SIGGRAPH stand. An interview with Jim Richardson, President of the company, and cooperation partner Alex Furer from plugin manufacturer Motion4U.
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