All posts by Xuran Ni

Week 6|Environment Artist, Look Development Artist and Lighting Artist

Environment Artist

  • Alias: matte painter
  • Computer-generated (CG) department
  • Entry requirements: having experience in art-related careers such as illustrators, proficient in both traditional and digital painting skills

Environment artists create or improve the realistic environments which cannot be produced on-site for any reason, such as a landscape, a distant location, by using both traditional painting techniques, software packages such as Zbrush and animation programs such as Maya.

In other words, the job of matte painters is to make virtual backgrounds and make them look true to life. A matte painter need to master the principles of drawing, lighting, colour, composition and familiar with the rules of perspective, in order to keep a balance with other elements which will be composed in the same footage.

Sometimes, environment artists are known as matte painters. In large-scale companies, the work of matte artists might be divided into two tasks assigned to environment artists and texturing artists, however, one modelling artist need to manage both modelling and texturing in smaller studios.

Here is an introduction video to environment artists in video games:


Look Development Artist

  • Alias: Lighting artist, Look dev, Lookdev, Lookdev TD (technical director), Visual development artist
  • Computer-generated (CG) department
  • Entry requirements: a strong portfolio and showreel that illustrate the abilities, degrees in art/design/graphics, experience in related industry, proficient in using 3D software packages including Maya, C4D, Nuke

Look development artists ensure the consistency of all the artefact in the project by determining the look of computer-generated creatures or objects in differing conditions, for example how it will look when reacting with liquid or fire, as well as in different times of a day. The visual style of all artistic elements that they need to care about include layouts, environments, characters, objects, assets, which means the look dev artist is a professional role in CG department.

Look development artists finish the artwork done by texture artists, adding shading, special effects, contours, etc to illustrate the development of the vision. In this case, they should oversee and ensure the atmosphere from the final work helps in storytelling. This is known as rendering process. When the visual style is approved by VFX director, it will be set as a reference across the studio.

In some companies, look dev artists play a supervisor role in keeping a balance between modelling/texture artists and lighting artists. However, some studios tend to combine them with lighting artists.

Look dev in model of War Machine

Here is a showreel by the lookdev artist:


Lighting Artist

  • Alias: Lighter, Lighting TD
  • Computer-generated (CG) department
  • Entry requirements: work experience in VFX, film lighting , proficient in using renderers and digital paint software, programming skills using Python or C++

Lighting in VFX is the collection of techniques used to simulate light in computer graphics scenes. Compared with film lighting, CG lighting cannot be produced without a patch of 3D lighting software such as V-Ray, Arnold, Redshift and Renderman, hence proficiency in these computer-based packages is the threshold.

There are a variety of light sources, interactions, models, shading techniques, and effects which can be chosen to suit the needs of each application.

Light sources can be divided into 4 types: point, directional, spotlight and ambient.

Point sources emit light from a single point in all directions, with the intensity of the light decreasing with distance. An example of a point source is a standalone light bulb.

A directional source (or distant source) uniformly lights a scene from one direction. Unlike a point source, the intensity of light from a directional source does not change with distance, as the directional source is treated as though it is extremely far away from the scene. An example of a directional source is sunlight.

A spotlight produces a directed cone of light. The light becomes more intense closer to the spotlight source and to the center of the light cone. An example of a spotlight is a flashlight.

Ambient light sources illuminate objects even when no other light source is present. The intensity of ambient light is independent of direction, distance, and other objects, meaning the effect is completely uniform throughout the scene. This source ensures that objects are visible even in complete darkness.

In CG lighting systems,  the overall effect of a light source on an object is determined by the combination of the object’s interactions with different components. The three primary lighting components are diffuse, ambient, and specular.

Diffuse primarily contributes to the object’s brightness and forms the basis for its color.

Ambient is directionless. Its intensity determined by the strength of the ambient sources and surface’s ambient reflection coefficient.

Specular gives objects shine and highlights. It is based on the its intensity and the specular reflection coefficient of the surface.

Lighting artist aim to produce lighting for computer-generated (CG) scene and match it to the real world.  Moreover, they need to create light to achieve practical or aesthetic effects for particular shots. For example, they can add realism and depth by adjusting the colour, placement and intensity of CG lights to create atmosphere, they are also able to analyze live-action footage as reference. Therefore, it requires a blend of artistry and scientific knowledge to be a good lighting artist.

The role of the lighting artist varies depending on the size of the VFX studio. In larger studios, lighting artists light the shots while a lighting technical director aims to overcome the technical challenges and create the software tools that the lighting artist needs. In other studios, those two roles are usually combined.

Here is a video about how lighting artists work at Naughty Dog:


Reference:

https://en.wikipedia.org/wiki/Computer_graphics_lighting

https://www.screenskills.com/careers/job-profiles/visual-effects-vfx/computer-generated/lighting-artist/

Week 4|Assistant TD, Production Coordinator, Modelling Artist and Texturing Artist

Assistant technical director (TD)

  • Alias: Junior pipeline TD
  • Entry level in Technical department
  • Entry requirements: strong coding and 3D software skills, degrees in computer science or an apprenticeship in related fields

Assistant TDs deal with all the problems that the team members are facing when using the softwares. For this purpose, they need to understand the principles of VFX softwares as well as the needs and limitations of different artistic tasks. They solve minor bugs by programming to help pipeline TDs focus on larger issues.

Assistant TDs always work with other TDs such as pipeline TDs to collect the information from departments, keeping the whole project on schedule. They are also responsible for simple work of supplementary property such as data tracking and sorting, converting files.

DEBUGGING PYTHON IN VFX APPLICATIONS

Production Coordinator

  • Alias: Production assistant, VFX coordinator, Bookings assistant
  • Production management department
  • Entry requirements: experience in VFX industry or background in film production, strong organizational skills, business background

Production coordinators work for production manager to manage the whole VFX studio operate under control. They are responsible for daily schedule as well as information and material exchange across different departments. They need to arrange regular meetings to ensure that the production progress from different teams is up-to-date.

The main duty of production coordinators is to keep everything along the VFX workflow on time and on budget, in this case, they need to completely understand the operation of the VFX pipeline and have strong organising, communicating and reporting skills.

The VFX pipeline

Modelling Artist

  • Alias: CG modeller, Character artist, Modeller, 3D artist
  • Entry level in Computer-generated (CG) department
  • Entry requirements: a strong portfolio that illustrates your abilities, proficient in using 3D modelling and sculpting software (Blender, 3ds Max, Maya, Mudbox, ZBrush, Substance Painter, Substance Designer, Quixel, RenderMan), degrees in graphic design or approved qualification from VFX-specific courses

Modelling Artists create 3D characters and objects in the computer graphics software such as Maya, Blender, Zbrush, Mudbox, 3ds Maxs. They have deep understandings to art anatomy for organics and mechanical structure for hard surfaces. They need to turn 2D elements into 3D, given the reference such as concept design and photographs, which means it is crucial to have a good sense of measurement in 3D space with x-y-z coordinates, as well as sufficient experience.

Environment asset modelling

The first step of their work is to sculpt on a ‘mesh’ of the object, which outlines its rough shape. Secondly, they need to create the details on the mesh to make their 3D work resemble the reference as closely as possible. Their tools vary, ranging from digital pens to cursor mice. Currently, there is an important process known as ‘retopology’ in modelling, which means recreating the surface of the final sculpture in order to reduce the unnecessary faces as many as possible, otherwise it will cause a waste of video card memory. High-polygon or low-ploygon are created for different uses, such as video games or mobile games.

These days, mature technology allows AI to generate 3D modellings from input 2D images. Scanning technology is widely used currently to create high-polygon objects, people use them to retopologize and make any changes if necessary.

In general, a good modelling artist is also a texturing artist. Many studios do not separate these two jobs. However, there might be specific assignments to these two roles regarding to a large-scale production.

Here is a speed modelling and sculpting tutorial video in Maya and Mudbox, rendered in Arnold:


Texturing Artist

  • Alias: Texture painter, Texturing artist, 3D modelling and texturing artist
  • Entry level in Computer-generated (CG) department
  • Entry requirements: a strong portfolio that illustrates your abilities, proficient in using 3D modelling and sculpting software (Blender, 3ds Max, Maya, Mudbox, ZBrush, Substance Painter, Substance Designer, Quixel, RenderMan), degrees in graphic design or approved qualification from VFX-specific courses
UV sets in Maya

Texture artists create the skin for the models that has been finished during modelling process. The properties of the surfaces(skins) depend on multiple factors such as color, diffusion, reflection, alpha path, which can be controlled by adjusting the parameters in computer graphic softwares. It is important that each texture artist is fairly understand the principle of the certain materials, including both realistic ones and imaginary ones. They may work on photography or painted images to create the textured surfaces. They can also create detailed surface using mapping, especially for low-poly models. When the textured surface is finished, they can ‘bake’ it and use the baked one directly for the next time.

There are different types of mappings, such as normal mapping, bump mapping, displacement mapping. Normal mapping is a three-colour arrangement, it is derived from bump mapping. Bump maps are one of the oldest form of image map types. Bump and displacement maps both use black and white imagery to create relief data for a model.

Displacement and bump maps are both height maps.

Displacement maps can create edge details wheras bump maps cannot, hence displacement maps need higher-resolution meshes to work with for longer time to get more a more stunning result.

Normal maps do not contain any height information. Instead, they contain angle information, hence they are widely used in games.

Normal mapping and effect

Many texture artists are also modelling artists, they are both called 3D modelling and texturing artists, their tasks might be a little different in certain cases such as a broad-scale project.

Here is a video about a texture artist working in a VFX studio:

Here is a beginner guide to texturing 3D models:


Reference:

https://www.screenskills.com/careers/job-profiles/visual-effects-vfx/technical/assistant-technical-director-td/

https://cgcookie.com/articles/normal-vs-displacement-mapping-why-games-use-normals

https://www.creativebloq.com/features/a-beginners-guide-to-displacement-and-bump-maps

Week 3|Concept Artist, Matte Painter, Prep Artist and Compositing Artist 2D / 3D

Concept Artist

  • Alias: art director
  • Pre-production department
  • Entry requirements: having experience in art-related careers such as illustrators, proficient in using relevant softwares (such as Zbrush, Photoshop, etc.), showing potentil artistic talent

Concept art convey a visual look and set the tone for an entire artefact, usually appearing in game or film industry. It helps art workers keep in line with the theme as a strong reference point throughout the project. It is divided into mutiple categories including character design, creature design, environment design and prop/asset design.

Concept art creation process

Concept artists create the concept art to help storytelling, they are sometimes required to work with exisiting design or to develop a brand new with their personal unique art styles. The way of creating includes using traditional and digital tools, and the artefact ranges from 2D to 3D. The development of digital tools enhances the efficiency and variety in art industry.

A concept artist is a typical freelance job with high-level specialised skill, but some of them also play crucial roles connecting VFX studio and film team in a large-scale company.

Concept artists are different from illustrators, the former is to create work as reference for use across the pipeline, wheras the latter is for advertisement or promotion. While, it depends, as some work from concept artists is only for internal use, some may be published as visual displays.

Here are concept arts in Princess Mononokea (1997), using traditional paiting tools in 2D

These are concept arts in game Gujian 3 (2018), using digital softwares in both 2D and 3D respectively:

3D Character design in Gujian 3
2D Character design in Gujian 3

Here is a video talking about the differences between illustrators and concept artists:


Matte Painter

  • Alias: environment artist
  • Computer-generated (CG) department
  • Entry requirements: having experience in art-related careers such as illustrators, proficient in both traditional and digital painting skills

Matte painters create or improve the realistic environments which cannot be produced on-site for any reason, such as a landscape, a distant location, by using both traditional painting techniques, software packages such as Zbrush and animation programs such as Maya. The work that they create is called matte painting.

In other words, the job of matte painters is to make virtual backgrounds and make them look true to life. A matte painter need to master the principles of drawing, lighting, colour, composition and familiar with the rules of perspective, in order to keep a balance with other elements which will be composed in the same footage.

matte painting breakdown by Mike Ward

In large-scale companies, the work of matte artists might be divided into two tasks assigned to environment artists and texturing artists, however, one modelling artist need to manage both modelling and texturing in smaller studios.

Here is an example of digital matte painting showreel:

https://www.youtube.com/watch?v=UMIjqm3NKw4

Here is a video recording the matte painting process:



Prep Artist

  • Alias: digital preparation artist, paint artist
  • Entry level in Compositing department
  • Entry requirements: a strong porfolio to show the ability, extra bonus if having a degree in graphic design, or another VFX-specific course

Prep artists focus on producing a clean plate as background for the following composition, they will remove all the unwanted objects from the footage to keep a blank foreground. Their work includes image denoising, repairing dropped frames, removing dust or larger stuffs using a set of VFX softwares such as Nuke.

Clean-up by Łukasz Stolarski

Cleaning-up a plate is a time-consuming process. It is easier to remove elements by using tracking techniques, therefore prep artists always denoise and grade the image sequences firstly. It is impossible to cleaning a plate without rotoscoping in most cases.

In larger companies, prep artists cooperate with roto artists to enhance the work efficiency, whereas in smaller studios, prep artists are also playing the role of roto artists.

Here is a showreel from a paint artist:



Compositing Artist 2D / 3D

  • Alias: Compositing artist, Finishing artist, Visual effects (VFX) artist
  • Compositing department
  • Entry requirements: a showreel to illustrate the abilities, degrees in VFX, experience in VFX industry

Compositors create the final image of a frame, shot or VFX sequence. They take all the different digital materials used (assets), such as computer-generated (CG) images, live action footage and matte paintings, and combine them to appear as one cohesive image and shot.

Compositors consider visual aspects of a scene. Realistic lighting is a key one of these. Anything caused by light hitting a lens is a compositor’s responsibility. They relight in order to improve the look of the image.

Compositing breakdown by Łukasz Stolarski

Compositors do ‘chroma keying’ (also just called keying). This is where they select a specific part of an image that has a distinct colour or lighting and extract it to be used elsewhere. This method is commonly used with ‘green screen’ or ‘blue screen’ footage, where a subject has been shot in front of a singularly green or blue background, in order to be able to place the subject in a different setting or environment later, in post-production.

Compositors work as the last part of a VFX ‘pipeline’ (the name given to the VFX production process). They can be employed by VFX studios or work as freelancers.

Here is a video introducing what is called compositing:

Here is a showreel of 2D compositing:

Here is a showreel of 3D compositing:


Reference:

https://www.productionbase.co.uk/blog/2019/10/13/become-matte-painter/

https://magazine.artstation.com/2017/04/matte-painter/

Week 1|Runner, Matchmover and Roto Artist

Runner

  • Alias: assistant coordinator, despatch assistant, office assistant, production assistant
  • Entry level in production management department
  • Entry requirements: presenting a good portfolio and showing lots of enthusiasm; no necessary relevant degree education

Runners are multi-role helpmates in a VFX studio, supporting all members in the studio and dealing with basic trifles ranging from organising meetings and plans to making coffee and tea. They transfer information and materials between departments and helping everyone working on the pipeline.

Being a runner is usually the starting point into production management, and it provides a lot of opportunities to be familiar with the whole studio.

Here is a video showing how runners work in the studio:


Matchmover

  • Alias: 3D tracker, body tracker, camera tracker, tracking artist
  • Entry level in computer-generated (CG) department
  • Entry requirements: degree in computer graphics or a related subject, being skilled at using a variety of relevant tracking and 3D packages and compositing software

Matchmoving is the process of tracking and calibrating live footage frames to incorporate them into a virtual. Matchmovers are trying to transfer the real life camera’s movement onto a camera that exists in a CG software, in other words, is to seamlessly combine live camera shots into a 3D environment. The models are generated from your computer using matchmoving software. The target that the matchmoving artists are tracking is the motion of the camera, not the objects in the footage. 

camera tracking
motion capture

Matchmoving is a little different from motion capture, where the former is to match the camera motion but the latter is to focus on the movement of objects in a controlled environment.

Matchmovers have a good sense of orientation. They match the computer-generated (CG) scenes with live-action shots accurately to combine the virtual and real scenes together in a suitable way. They need to track the camera, body and object movements to align the relative coordinates of certain points in 3D environment perfectly and recreate the plates on a computer.

Matchmovers communicate frequently with different departments. They always work with data capture technicians (on set department) and their work will be passed to compositors (compositing department) or layout artists (CG department). They also work with the live-action team due to taking on-site measurements.

Matchmove Showreel

Here is a video talking about what is tracking and what is matchmoving:



Roto Artist

  • Alias: Junior visual effects (VFX) artist
  • Entry level in compositing department
  • Entry requirements: need a good showreel to show the personal potential, degrees in related subject (art, design, graphics) are helpful as well

In VFX industry, rotoscoping is the technique of creating a matte or mask for an element on a live-action plate to prepare for being composited over another background. Industry people more often use chroma key to accelerate their work progress.

chroma key (green)

Roto artists deal with the process of rotoscoping as well as the preparation for compositing. They use a set of compositing softwares (Nuke, Adobe After Effects, etc.) to outline and cut out the targeted area as matte in a sequence of images, and the matte can be placed on other images with purposeful use. It is necessary for roto artists to be patient and attentive when rotoscoping because it needs tracing the object precisely frame by frame.

rotoscoping in Nuke

Roto artists usually work with prep artists for the preparation of the plates in compositing and work jointly with compositors for the use of matte.

Here is a video introducing the rotoscoping in VFX industry, which is a little different from the ‘general’ rotoscoping (a classic animation technique):

Here is a rotoscoping showreel:


Reference:

https://www.screenskills.com/careers/job-profiles/visual-effects-vfx/compositing/roto-artist/

https://www.screenskills.com/careers/job-profiles/visual-effects-vfx/computer-generated/matchmove-artist/

https://www.screenskills.com/careers/job-profiles/visual-effects-vfx/production-management/runner/

Week 3|First try in rotoscoping

The original shot was extracted from the music video Womxnly (by Jolin Tsai).

Before rotoscoping, the first thing is to set the range of frames and change format into a sequence of still images (such as .tiff / .dpx / .exr). In this work, I chose 24 fps and 2K cinemascope 1828*1556 as settings. The purpose for this work is to get familiar with rotoscoping and explore the use of the roto node.

I just post the work done here:

I tried to divide the targeted object into several parts which move along a more consistent path relatively with each other. It is hard to deal with the clothes, whose shape was changing during the whole organic movement. In this case, I had to correct the outline frame by frame in order to keep the rotoscoping more accurate and precise, though the general shape could be determined in advance. I have not found a good method to solve this issue yet, but it did draw my attension to avoid changing roto points too dispersedly, which might cause unpleasant curve of the rotoscoping variation. Another thing which could be improved with is the camera motion, the tracking function would be helpful in some cases, but I am doubting that if it would be more efficient in irregular high-speed motion rotoscoping.

NODE GRAPH

Week 2|Five Research Proposals

Here are a few videos which have left some deep impressions on me. It is interesting to explore the secrets behind such an engagement with the audience.

The Background in A TV Advertisement

This is an advert of Sony 1000X Noise Cancelling Series published in 2020.

https://www.youtube.com/watch?v=DFK-Z7DaEic

By drawing a comparison on backgrounds before and after noise-cacelling, we can feel the massive change which addresses the major function of the advertised product.

At the beginning of the video, the focuses are on two characters and the backgrounds are blurred with some pedestrians walking around, showing a common environment in the city with a color of loneliness, which is emphasized by the amibent sound as well.

Afterwards, the whole screen shrinks by a ‘zoom out’ effect to transfer the attention to the backgrounds. Following the characters’ eyeline, we can notice that people disappeared and more details are shown up in the backgrounds, the decorations such as lighting and snow are moving slowly in expected path which highlights the effect of ‘quiet’.

Choosing the night scenery in the city also matches the mood of the music and reflects the daily life under contemporary technology development. Overall, the whole video promotes the product in a natural and elegant way.


The Silhouette in The Concept Video for K/DA – VILLAIN

The Silhouette and the changing lighting effects are used throughout this video, which sets a matching mood with the music. I think one of the usage of the silhouette is to hightlight the background and merge the moving character into the whole scene, leaving unlimited imagination to the audience.


Long Shot from Pride and Prejudice (2005)

This long shot carries a lot of information and this scene is an important turning point in the film. It shows individual but relative stories with a group of characters which all happen in the ball. It is worth of exploring how to set the transition point when changing the focus to the other characters in one shot, in order to complete a fluent storytelling.


The Trailer of The Phantom of the Opera

The Phantom of the Opera is one of the most famous operas around the world. This trailer was produced in 2018, extracting and integrating the important parts along the original storyline in a way of cinematography. Each shortage looks fascinating and attractive to the audience without misleadingness. It is interesting to study how to recreate a successful sequence in a trailer to advertise the project properly.


Scenes in Your Name

The scenes throughout the anime film Your Name are dreamlike and various, convering from natural sceneries to city landscapes. All the scenes are rendered and arranged at proper points along the storyline, creating a type of exquisite atmosphere to match the development of the story step by step. How to set such suitable scenes to deeply engage the audience is a huge task in filmmaking.

Week 1|My Current Position in VFX

MA Visual Effects is my first step of getting into the VFX industry in a professional manner. Before this, I was treating animation as an interest all the time.

My leisure time has been fully occupied by films, video games and animation since I was a little girl, by which I have accumulated a wealth of ‘experience’ in storytelling unconsciously. By a chance, I was introduced an online 3D animation community (MMD) where I tried to create my first anime movie. I still remember I spent 3 days working on my mini project and lost track of time, another unforgettable thing was it took about one century to render for just 1 minute. However, it was worth the effort after publishing.

         

After that, my journey to animation was suspended and I decided to study maths. During my undergraduate study, I found I had been addicted into analyzing the details in CG shots rather than reading a story, and it seemed that I had been misunderstanding the meaning of visual effects for a long time, since it was always mentioned as a term in Hollywood blockbuster and tagged with ‘costly’, ‘awesome’ these kind of adjectives. I began to consider it as a way to tell a story, no matter what the story was, the key was about how to realize our imaginary world and how to engage the audience in a natural and powerful way. Afterwards, I considered to be a researcher in Computer Graphics in the future, as well as to explore new possibilities in VFX with the help of science and advanced technology.

Therefore, I am studying here as I think I need to develop a deeper understanding to VFX in a systemic view before determining my future path.