Showreel 2017 – Breakdown Document Featuring work at Double Negative, 2013-2016
Film: Miss Peregrine’s Home for Peculiar Children I was a 2d sequence supervisor on this show, supervising around 130 shots and 15 artists. All work involved environment extensions using DMP, CG and plate elements or full digital environment replacements, creature work, integration of fx and lighting renders as well as Nuke particle systems. I was present in all dailies sessions, VFX supervisor and client reviews, responsible for assigning artist comp tasks and overseeing creative and technical aspects (including technical QC) of all my sequence shots outside of dailies. I worked directly with the 2d and 3d supervisors to plan and co-ordinate between departments to develop methodologies and work flows integral to achieving the creative vision of the director. I was responsible for setting up several 2d templates for more junior artists to work from. In addition to my sequence supervision, I had a reduced comp role on the show, taking on around 10 shots to final. Shot 1:
- Full digital shot - Sky projection (Sky dome) - 2.5d City projection and DMP - CG buildings and tower - CG ocean, boat, volume and water interaction
Shot 2:
- CG creature - Plate interaction (shadows and metallic strips) - Plate re-projection, 2d camera move
Shot 3: - CG creatures - CG environment
Film: Fantastic Beasts and Where to Find Them I was a 2d lead on this show. I was present in all dailies, VFX supervisor and client reviews and operated as an intermediate between the artists and supervisors. I was also tasked with developing Nuke setups across the sequences, hero shot work and ldev for several effects. I also setup the majority of shots across 2 sequences for temp delivery, blocking out director approved FX timings and effects ldev, allowing artists joining the show to easily pick up in progress shots and work them up to final. Shot 4:
- CG FG/MG environment replacement - Deep compositing work flow - Integration of FX and 2d elements - Sky re- projection (Sky dome) - 2.5d BG City DMP projection
Shot 5:
- Full CG shot - Deep compositing work flow - Integration of FX elements - Stereo shot - POV creature treatment
Shot 6: - BG Nuke 2.5d environment re-projection - Deep compositing work flow - Integration of FX and 2d elements - “Light Wall” effect ldev
Shot 7:
- BG Nuke 2.5d environment re-projection - Deep compositing work flow - Integration of FX and 2d elements - “Light Wall” effect ldev - FX and 2d element wand effects ldev
Shot 8:
- BG Nuke 2.5d environment re-projection - Deep compositing work flow - Integration of FX and 2d elements - “Light Wall” effect ldev - FX and 2d element wand effects ldev
Shot 9: - BG Nuke 2.5d environment re-projection - Integration of FX and 2d elements - FX and 2d element wand effects ldev
Shot 10: (Film: Miss Peregrine’s Home for Peculiar Children )
- Full digital shot - Sky projection (Sky dome) - 2.5d City projection and DMP - CG buildings and tower - CG ocean, boat and water interaction
Film: Jupiter Ascending Most shots feature full environment replacement using 2.5d projections derived from Panocam rig footage. 6x 5k Red Epic plates were stitched together and re-projected using Double Negative proprietary software (often utilizing virtual camera to create shots). Several CG AOV lighting passes were combined to augment plate footage; these include buildings, cars, trains, digi-doubles and “Shadow” fighter ships. FX passes include anti-gravity boots, energy shield, fermionic beam, explosions, impacts hits, smoke, debris, “Cherry Bomb” and ship “Needle”-gun fire. Shot 11:
- Panocam Environment rebuild - Sky replacement (Sky dome) - Bluescreen element extraction - CG tower aerial array replacement - Building enhancement - BG extensions and grading - FX “Fermionic Beam”- gravity elevator
Shot 12: - Co-composited shot (shared) - Full CG environment - Sky replacement (Sky dome) - Bluescreen element extraction - Digi-double - CG tower aerial array replacement - CG Titan ship - Titan Ship destruction FX passes - Caine anti-gravity FX passes
Shot 13: - Panocam environment rebuild - City (Nuke re-projection) - Bluescreen element extraction - Digi-double - CG Willis tower - Titan Ship debris FX passes - Caine anti-gravity FX passes - Caine energy shield FX setup
Shot 14:
- Panocam environment rebuild - City (Nuke re-projection) - CG Willis Tower - Titan Ship debris FX passes - Burning debris objects and smoke trails - CG Shadow fighter Ships - Shadow FX engine displacement trails
Shot 15: - Panocam environment rebuild - Sky replacement (Sky dome) - BG extensions and grading - Caine anti-gravity FX passes - FX impact and explosion - FX needle gun fire - CG interactive lighting
Shot 16:
- Co-composited shot (shared) - Panocam environment rebuild - Sky replacement (Sky dome) - Digi-double - Caine anti-gravity FX passes - Caine energy shield FX setup - FX impact and explosion - FX needle gun fire - CG interactive lighting
Shot 17:
- Panocam environment rebuild - City (Nuke re-projection) - Sky replacement (Sky dome) - Caine anti-gravity FX passes - Caine energy shield FX setup - FX impacts and explosions - FX needle gun fire - FX debris and sparks - CG interactive lighting - CG Shadow fighter ships - CG hero building - Shadow FX engine displacement trails
Shot 18: - Co-composited shot (shared) - Panocam environment rebuild - Sky replacement (Sky dome) - Caine anti-gravity FX passes - Caine energy shield FX setup - FX impacts and explosions - FX needle gun fire - FX debris - CG interactive lighting - CG Shadow fighter ships - Shadow FX engine displacement trails
Shot 19:
- Co-composited shot (shared) - Panocam environment rebuild - Sky replacement (Sky dome) - Caine anti-gravity FX passes - Caine energy shield FX setup - FX impacts and explosions - FX needle gun fire - FX debris - CG interactive lighting - CG Shadow fighter ships - Shadow FX engine displacement trails - CG hero building
Shot 20:
- Panocam environment rebuild - City (Nuke re-projection) - Sky replacement (Sky dome) - Caine anti-gravity FX passes - Caine energy shield FX setup - Digi-double take over - FX impacts and explosions - FX needle gun fire - FX debris - CG interactive lighting - CG Shadow fighter ships - Shadow FX engine displacement trails - CG hero building - CG cathedral
Shot 21: - Panocam environment rebuild - City (Nuke re-projection) - Sky replacement (Sky dome) - Caine energy shield FX setup - Bluescreen element extraction - FX needle gun fire - CG interactive lighting - CG hero building - CG cathedral
Shot 22:
- Panocam environment rebuild - City (Nuke re-projection) - Sky replacement (Sky dome) - Caine anti-gravity FX passes - Caine energy shield FX setup - Digi-double - FX Cherry bomb lookdev - FX debris - CG interactive lighting - CG Shadow fighter ships - Shadow FX engine displacement trails - CG hero building - CG cathedral
Shot 23:
- Co-composited shot (shared) - Panocam environment rebuild - City (Nuke re-projection) - Sky replacement (Sky dome) - Caine anti-gravity FX passes - Caine energy shield FX setup - Digi-double - FX debris - CG interactive lighting - CG train
Film: Avengers – Age of Ultron I worked almost exclusively on the train destruction shots for our sequence. I was also responsible for developing the Pietro “Quicksilver” (speed-motion-trail) lookdev and Nuke workflow template. Several shots required extensive environment work, using DMP, CG and plate elements; 1 shot was rebuilt using a series of BG projections and 6x Panocam plate stiches (consisting of 36x 5k Red Epic plates).
Destructions FX passes and CG lighting AOVs were rendered and comped using Deep workflow and several FX elements were generated as Nuke particle setups. CG and FX passes include: Digital Captain America and Pietro (Quicksilver), sub-Ultron robots, train, Quinjet, dust, debris, motion trail elements, buildings and miscellaneous street furniture/objects Shot 24:
- Co-composited shot (shared) - CG train - CG wooden pallets - FX smoke, sparks, debris, dust
Shot 25:
- Deep compositing workflow - CG train - CG street objects - BG DMP environment extension - BG 2d destruction elements - FX smoke, sparks, dust, debris - CG Pietro Digi-double - FX Pietro trails (Nuke template for show) - 2d interior crowd setup - Greenscreen element extraction
Shot 26:
- Deep compositing workflow - CG train - CG street objects - CG building - Greenscreen element extraction - FX smoke, sparks, dust, debris - CG Captain America Digi-double
Shot 27: - Deep compositing workflow - CG train - CG street objects - CG building - Greenscreen element extraction - FX smoke, sparks, dust, debris - DMP environment extension
Shot 28:
- Hero Pietro FX lookdev shot - CG Pietro Digi-double - FX Pietro trails (Nuke template for show) - Nuke 3d “Wanda Woo” element lookdev - 6x Panocam plate stiches for environment - CG train - CG street objects - FX smoke, sparks, dust, debris
Shot 29:
- Co-composited shot (shared) - CG Pietro Digi-double - FX Pietro trails - Nuke 3d “Wanda Woo” element - CG train - CG street objects - FX smoke, sparks, dust, debris
Shot 30: - Co-composited shot (shared) - CG Pietro Digi-double - FX Pietro trails - CG train - CG street objects - FX smoke, sparks, dust, debris
Shot 31:
- Nuke 3d “Wanda Woo” element - DMP Environment extension - Extensive 2d elements - CG train - CG street objects - FX smoke, sparks, dust, debris
Shot 32:
- Deep compositing workflow - CG Quinjet, Sub-Ultron robots - FX jet thrusters, trails, sub-Ultron trails - Nuke particles Sub-Ultron thrusters - 2.5d Nuke clouds & volume - Nuke particles atmospheric elements - DMP Sky - Heat Haze
Film: Mission Impossible – Rogue Nation Sequence lead on this film, work involved about 250 shots during the “chase” sequence of the film. Most shots required environment extensions and replacements, CG traffic, CG hero bike and vehicles, head replacements, motion-retime plate rebuilds and practical vehicle enhancements. An excerpt from the fxguide article, where overall VFX supervisor David Vickery, discusses some of the work I was directly responsible for. “Hunt procures a motorbike and sets off after Faust again along the highway, negotiating heavy traffic and Syndicate agents. “Tom rode that bike doing 100 miles an hour with three other people,” says Vickery. “Tom’s not got a helmet on and what they’ve done is thin the traffic out just to make it safe for him to ride at that speed, which means about 75 per cent of the cars and trucks are CG by Double Negative.” The computer generated vehicles had to hold up to scrutiny sometimes directly alongside the real thing. “There’s a shot,” describes Vickery, “where Tom comes alongside another biker and they split either side of the trucks. The biker pulls back alongside Tom and gets ready to shoot him and just as he’s about to shoot him they split and goes either side of a big 18-wheeler. Tom is pinned in between two of them. All the 18-wheels on the right hand side of him are in camera and on the other side is CG.” The subsequent shot of that biker slamming into the back of car and crashing required a digital double. “Tom is real in-camera but he’s filmed on an empty highway,” describes Vickery. “The bike and cars he smashes into are digital. But it’s still an example of where we’re not just making stuff up out of nowhere - we’re always taking the real photography and hopefully enhancing it seamlessly and invisibly. These are truly supporting visual effects.”
Shot 33:
- Full CG traffic - Environment extensions - Retimed plate
Shot 34:
- CG vehicle - CG hero bike enhancement – biscuit rig - Retimed plate
Shot 35: - SL full CG traffic - Environment extensions - Retimed plate
Shot 36:
- Environment extension - CG car - 2d plate rebuild for collision - Visor replacement
Shot 37:
- Environment extension - Full CG traffic - Tom plate element - Digi-double - FX debris, dust, sparks
Shot 38: - Full CG traffic - Digi-double - FX debris
Shot 39:
- 70% CG traffic - Environment extension - Retimed plate
Film: Thor – The Dark World Work on the end destruction battle where Thor confronts Malekith during the Aether storm. Deep compositing. Shot 40:
- CG fighter jets - FX smoke trails - Nuke particle engine thruster and heat haze
Shot 41: - Co-composited shot (shared) - Deep compositing workflow - Full environment replacement DMP and CG - FX smoke, dust, sparks
Film: Exodus – Gods and Kings The film was shot native stereo and the project was completed using a full stereo workflow. I worked on the plague sequences, where we were responsible for creating the flies, locusts, hail storm and frogs. Shot 42:
- Native stereo; stereo compositing - CG flies
Shot 43:
- Native stereo; stereo compositing - CG flies
Shot 44:
- Native stereo; stereo compositing - CG frogs - CG water - FX splashes - Bluescreen plate
Shot 45:
- Native stereo; stereo compositing - CG frogs
Shot 46:
- Native stereo; stereo compositing - FX hail, mist, dust - Environment extension - Bluescreen element extraction
Shot 47: - Native stereo; stereo compositing - FX hail
Shot 48:
- Native stereo; stereo compositing - CG locusts - Environment extension
Film: Hunger Games – Catching Fire Fully CG environment for the Cornucopia shots; CG jungle, ocean, aircraft, set-extension and dome destruction. Shot 49:
- CG Jungle - Environment extension (mountains & sky)
Shot 50:
- CG Jungle - Environment extension (mountains & sky) - CG water and foam FX - Bluescreen plate - Cornucopia set-extension
Shot 51:
- CG Jungle - Environment extension (mountains & sky) - Bluescreen plate - 2d mist elements
Shot 52:
- CG Jungle - CG Cornucopia - Environment extension (mountains & sky) - Bluescreen plate - 2d mist elements - CG drone aircraft - CG water - FX spray, splashes, foam - Digi-double - Heat Haze
Shot 53: - Fully CG shot - CG dome structure, lights, tiles - FX sparks, smoke, explosion
Shot 54:
- Environment extension - FX fire, smoke - Nuke particles embers and dust motes - Nuke “scorched earth” lookdev
Shot 55:
- CG jungle - CG dome structure, lights, tiles - FX sparks, smoke, fire
Shot 56: - Bluescreen plate - CG jungle, destruction debris - FX fire, smoke, explosions, leaves
Shot 57:
- CG Jungle - CG Cornucopia - Environment extension (mountains & sky) - Bluescreen plate - 2d mist elements - CG drone aircraft - CG water - FX spray, splashes, foam - Digi-double - Heat Haze
Thanks for reading!