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Spider-Man: Across the Spider-Verse | VFX Breakdown
CGMeetup
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2/22/2024
Spider-Man: Across the Spider-Verse | VFX Breakdown
Category
🎥
Short film
Transcript
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00:00
[MUSIC]
00:10
Spider-Man Across the Spider-Verse pushes the envelope of artistic and
00:15
technical innovation, and
00:16
redefines the notion of what visual effects can achieve in animation.
00:20
The principal challenge of the film was to create a cinematic experience that
00:25
spanned a vast and complex multiverse built from visual styles never seen
00:30
before on screen.
00:31
>> You don't understand, I'm not from here.
00:33
>> In order to create six unique handcrafted worlds,
00:38
our development team built artistic tool sets from the ground up.
00:40
These new tools empower artists to paint millions of brush strokes,
00:45
draw comic inspired ink lines,
00:49
[MUSIC]
00:52
And control shadow and light like a painter.
00:54
[MUSIC]
00:56
The goal was to drive the emotions of the movie in revolutionary ways and
01:00
to see the hand of the artist in every frame.
01:02
We wanted to incorporate distinct visual styles in each dimension.
01:07
[MUSIC]
01:10
This ranged from the steady, organized camera work in Miguel's world,
01:14
to the monochromatic depiction of Miles' Brooklyn, and
01:16
the graphically staged dripping watercolors in Gwen's Manhattan.
01:20
[MUSIC]
01:22
We extended our use of ink lines to characters and entire environments.
01:26
[MUSIC]
01:29
A team of 40 dedicated artists played a crucial role in breaking away from
01:33
the traditional 3D style and propelling the film's essential 2D aesthetic.
01:37
[MUSIC]
01:43
Mumbatun was rendered in a vintage Indrajal comic style.
01:47
This introduced the need for other effects, such as paper textures,
01:50
like misprints, color offsets, control over color groupings.
01:55
We also added loose line work and heavy dot patterns.
01:58
New tools were created to manage and apply color palettes, where each shot
02:02
might need different color assignments, color separation, and misregistration.
02:06
[MUSIC]
02:08
In Gwen's watercolor themed world, integrating a 2D painting application
02:12
into Houdini allowed us to procedurally create convincing,
02:15
beautiful watercolor simulations.
02:17
This tool was also used in scenes involving Spot's transformation.
02:21
[MUSIC]
02:23
Spot required a unique collaboration between many departments.
02:27
For example, animators would draw rough 2D effects,
02:30
while effects artists applied watercolor elements, and
02:33
compositors combined these with additional layers,
02:35
like proprietary line tool work, to bring together Spot's groundbreaking look.
02:39
[MUSIC]
02:45
The ultimate goal of our team of artists at Imageworks was to recognize and
02:49
employ the visual structure of a comic universe and
02:52
translate it into a cinematic language.
02:54
The common thread that wove all of these worlds together was a film design
02:58
rooted in an aspirational view of comic book art.
03:01
[MUSIC]
03:03
Audiences are transported to new worlds created through artistry,
03:07
passion, and above all, collaboration.
03:10
[MUSIC]
Recommended
2:28
|
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