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Free Resources For Artists

If you are not working at the moment, perhaps now is a great time to learn new skills or brush up on old ones. Maybe it’s more about how you market yourself or manage your freelance business. Or managing fellow artistic brethren. Or anything related to your career – no limits!

So I’ve been chatting to our artists and some of the awesome partners we collaborate with and have pulled together a little list of free resources – here’s some cool content that we think could help you level up (whatever level you are now!), ready for that next challenge when things pick up!

  • The Foundry’s Nuke – we love it! It was a dream on our Game of Thrones trailer. 

You have to check out the workflow Wednesday playlist https://www.youtube.com/playlist?list=PLi2GhhsPL-RrqMRhbMNX6D2SN8ilI2601

There’s some really cool live events that are short bursts of info covering lots of techy topics https://www.foundry.com/events/virtual-events

And you can trial Mari the brilliant texturing tool and nuke for free here – MARI / Nuke

We’re a max studio so it would be crazy not to share with you what the wonderful people at Autodesk have been putting together!

Win, manage and keep clients as a freelance 3D artist https://area.autodesk.com/life-in-3d/win-manage-and-keep-clients-as-a-freelance-3D-artist/ 

3ds Max tutorials https://area.autodesk.com/all/tutorials/3ds-max/

Download assets https://area.autodesk.com/downloads/ 

There are lots of resources here from managing teams for the first time, know-hows on running a business, to portfolio/asset creation advice. Not all are free – but many are.

We use V-Ray so it only makes sense we encourage you to as well. It also discusses working with V-Ray in MAX and Unreal (which we also use – brilliant!).

And – for those of you wanting to use Maya there’s a free edition of V-Ray PLE so you can learn how it works,

THE resource for getting to grips with UE4 if you are relatively new to it.

Great resource for tips, tricks and how-to’s when it comes to MAX modelling and ZBrush sculpting.

Talented concept, key frame and illustration artist sharing his workflows and process for digital painting and more. Recommended by our Art Director, Stu

Immense resource for training and learning on all things art – they cover a very wide range of topics, programs and technical aspects – including essential art fundamentals. Recommended by one of our Senior CG Generalists, Chris.

Tutorials made by, or hosted by, SideFX. Terrific resource for this powerful program.

  •         Materials and Shaders in UE4

Thomas Harle and  Ben Cloward are highly experienced tech artists from the games industry and in their channels they do a great job of breaking down how to handle some intermediate material and shader examples in UE4.

  •         ActionVFX

Great website for junior and seasoned VFX Artist alike so you should check them out. They have a wide number of tutorials and educational content you can learn from. Not to mention a raft of free assets to leverage what you have learnt!

Allan is legendary in the world of VFX and has done much to help people develop their careers, skills or personal brand in FX – he has a ton of resources you can grab at his site (many are free) but here are a select few of his recommendations specifically around marketing yourself and being productive while remote. All very useful in the current climate:

o The Ultimate Demo Reel Guide (also includes some videos)

o Mastering Your Freelance Career

o Extreme Workflow and Productivity Hacks

o Killer Tools to Help You Get s!#% DONE!

o Working from Home

 

There’s more we could share, and MUCH more out there, we just want to give you a head start on some resources we would recommend. This selection of resources is a great starting point if you are in between projects and looking for inspiration to become the artist you aspire to be.

Got any suggestions not on this list? Let us know and we can get this shared!

Thanks for being awesome and stay safe. Much love.

 

REALTIME Key VFX Vendor on BBC America’s The Watch

The Watch – 8 x 1-hour series for BBC Studios / BBC America / Narrativia.

VFX Studio REALTIME are delighted to be working on The Watch as one of the Key Vendors, a fantasy police procedural series which has been inspired by characters from Sir Terry Pratchett’s Discworld series. We are developing a number of creature and atmospheric assets for the show.

The character-driven drama follows several of Sir Terry Pratchett’s best-loved creations on a riotous and emotional odyssey. The cast includes Game of Thrones’ Richard Dormer as Captain Sam Vimes, Adam Hugill (1917, World on Fire) as Constable Carrot, Jo Eaton-Kent (Don’t Forget The Driver), as Constable Cheery, Marama Corlett (Blood Drive, Sick Note) as Corporal Angua, Lara Rossi (Crossing Lines, Cheat) as Lady Sybil Ramkin and Sam Adewunmi (The Last Tree, Stan Lee’s Lucky Man) as Carcer Dun.

The series is directed by Craig Viveiros (The War of The Worlds), Brian Kelly (Outlander, Poldark) and Emma Sullivan (Silent Witness, Doctor Who). The show’s lead writer is Simon Allen (The Musketeers, Das Boot). Joining Allen is a team of writers including, Joy Wilkinson (Nick Nickleby, Doctor Who), Catherine Tregenna (Torchwood, Stan Lee’s Lucky Man), Amrou Al-Kadhi (Hollyoaks, Little America) and Ed Hime (Skins, Doctor Who).

The Watch was commissioned for BBC AMERICA as part of its 2020 slate by Sarah Barnett, President, AMC Network’s Entertainment Group & AMC Studios

Jono Rawlinson, Executive Producer at REALTIME “It’s great to be working on The Watch. We’ve really enjoyed being able to use our 3D character design and building skills as well as our VFX and love working with the fantastic team on the series’

Special Effects vs Visual Effects

What is the difference between Special Effects and VFX, is there a superior choice? 

Welcome back to another blog in our VFX for Dummies series. We’re looking at the wide world of visual effects, demystifying the scene, breaking down the jargon, and making the process that little bit more approachable. In today’s piece, we are looking at the differences between special effects and visual effects. There is often a lot of confusion about these terms so we wanted to take a look at this topic in more detail to help provide a bit more clarity about what both terms mean.

Special Effects and VFX; to the uninitiated, they might appear to be the same thing. After all, visual effects are special and special effects are visual. But despite what people think, the two terms are far from interchangeable. Each speaks to a different aspect of modern-day film and television production.

The difference lies in the part they play during the production process. Special Effects (often abbreviated to SFX) refers to on-set visual effects techniques; you could also call them ‘practical effects’. On-set special effects might include adding various ‘elements’ that the story requires into scenes, such as fire, water and snow. Before the advent of digital technologies, the only way to add ‘elements’ to scenes was by using Special Effects filmed on-set ‘practically’. SFX also includes skills like animatronics. Characters like Yoda from Star Wars are animatronic. SFX also includes prosthetic make-up and the building and filming of ‘miniatures’ Again the earlier Star Wars films used lots of ‘miniature’ models to film spaceships and planets.

VFX is an abbreviation of Video Effects. Video Effects enabled filmmakers to achieve the same effects as on-set SFX during post-production. They could integrate ‘elements’ such as explosions, into their scenes .VFX can digitally re-create anything SFX are able to do on-set. Because VFX is also an abbreviation for Visual Effects – which refers to all forms of digital enhancement of shots – from adding in backgrounds using greenscreens through to integrating GGI models and creatures, there is inevitably some confusion with the terminology !

However for the most industry practitioners, when they are talking about VFX, they are usually referring to the addition of digital ‘elements’ (fire, water etc) into shots – rather than the whole broader term Visual Effects which refers to all forms of digital enhancement of an image. Similarly when people refer to SFX, they usually mean on set ‘practical’ filming of ‘elements’ such as smoke and fire – rather than the broader meaning of the term which includes animatronics, miniatures and prosthetic make-up. This is most likely because CGI has largely taken over from these areas of on-set SFX work in the film and television industries.

You can usually work out which ‘type’ of VFX people are talking about from the context. SFX and VFX are both often used together in a production when discussions arise about when it is better to use one approach over another, or whether to use both approaches to achieve an effect in a shot.

Both SFX and VFX are methods of enabling you to enhance the narrative of your story. Most likely, your production will need one or both of the above solutions. But how do you know which is right for your project?

 

When to use SFX

Special effects hark back to a simpler time in film and TV production. SFX were – and often still are – used to enhance a scene or set piece. An explosion or a fire, a rainy moment in a love story; things that might happen spontaneously in life but require actual planning on set. Common examples of on-set SFX might be snowmaking, rainmaking, or the adding of smoke to create atmosphere. Other parts of the SFX skill set include adding fire – either to dress into sets or to be used as part of a stunt with people

While you can accomplish all of these effects using VFX, it is usually preferable to capture things on camera if you can as the on-set SFX will look more ‘real’. Whether it’s fire, snow, smoke, or rain, if you can create these on set and film them, they are likely to work more effectively and be cheaper to do than creating the digitally as visual effects during post-production.

 

When to use VFX

So if SFX captured on camera are so effective, when do you need to create snow, fire, rain, or other effects digitally as VFX?

One situation might be if you have a bigger canvas to cover and more shots to capture. If you want to create a snowy landscape with wide shots, it will be easier and cheaper to do this using VFX. The same applies to rain.

Then you have to take into account on-set conditions. If you are adding smoke to help enhance a sequence – if it was, for example, a battle sequence in a period drama – the wind may blow away your smoke or it may not ‘behave’ as you wish. This is when you will need VFX smoke. SFX created on-set can’t be ‘directed’ to behave as the director and production team want – whatever fits the story requirements.

That also might link to health and safety considerations. If you are adding fire or explosions that involve using actors or stunt people, it may be possible to create more ‘dangerous’ types of explosion or even set people alight with VFX fire.

Another issue is actors sometimes don’t react well to the smell or texture of on-set smoke and artificial snow. Not to mention the fact snow machines can also be quite noisy, so they aren’t always appropriate for every scene.

 

Will VFX replace SFX in the future?

For shows with bigger budgets VFX ‘elements’ like fire, snow, and smoke, the solution may well come to replace SFX. However, it is more often the case that a series or film will use a combination of on-set SFX enhanced with VFX. So, for example, you might shoot a scene with SFX snow in the foreground where your actors are sitting, with VFX snow added in the background and wider shots. 

Or you might want to have an actor using a flamethrower, so for health and safety reasons you film them with the flamethrower, but no actual flames. You then film the SFX flame elements later, and composite them into the shot. If for any reason the SFX elements aren’t ‘behaving’ as you want them to – you can add some VFX flames to create the effect or impact you want.

VFX ‘elements’ can accomplish much of the same effect as ‘real’ SFX ones without the same health and safety risk. And they can be a cheaper option. VFX ‘elements’ allow you to be more creative in your direction and afford you more flexibility in your production. Much of the work can be done elsewhere by another studio which takes the pressure off of you. Though, as said above, some see VFX as ‘less real’ and prefer the tactile nature of practical effects.

 

Is there a better choice?

It all depends on your situation. Some prefer to stick to the tried-and-true SFX and appreciate its layer of authenticity. And you can see this on the screen in the final product – the stunts look more satisfying and you can feel the heat emanate from an explosion.

But it’s hard to argue against the benefits of using VFX when you need to ‘direct’ the ‘elements’ you are creating SFX ‘elements’ you shoot on set, like fire, can not be ‘directed’ in the same way that VFX fire can be. They can cost your production less and, as developments in CGI technology progress, they look increasingly realistic. These effects were once only accessible by the likes of big Hollywood studios, but now even TV shows have stunning visual effects work. If you can achieve the same effect for less money, is that not the more prudent option?

Depending on your chosen outsourced VFX company, you have immediate access to the skills and expertise of a veteran workforce. You don’t have to rely on your stunt going right in the moment; it can be completed in CGI over time and you can make adjustments to it throughout production. A good VFX company will be collaborative and bring new depth to your ideas.

This isn’t to say you should throw SFX to the side of the road. SFX and VFX can still coexist. A good production will rely on both methods to produce the best final product.

At REALTIME, we can be your visual effects studio of choice. With an impressive portfolio of high-profile work, we know how to work collaboratively with our clients and enhance the production. If you would like to talk about your next project, feel free to get in touch with me at [email protected].

From concept to comp: a guide through the VFX process

If you happened to catch the BBC’s recent adaptation of War of the Worlds towards the end of 2019, you would have seen some of our team’s amazing VFX work. The three-part series was an adaptation of HG Wells’ classic, the first to be set when it was written in the Edwardian era.

The process of creating VFX for a TV series – which meets or even exceeds the clients brief and also has the power to impress audiences alike – is a lengthy one and is not without its challenges and issues. That doesn’t mean it can’t be an enjoyable process. Using War of the Worlds as a frame of reference, let’s journey through the VFX process, from concept to final comp.

 

The brief

If the first part of the process is the pitch, then step zero is addressing the brief. Clients lay out their expectations and a rough idea of what they are looking for and ask for you to contribute your ideas. It’s a level playing field, with everyone receiving the same brief. Most often you will receive a script or if the work contains creatures or assets that need to be built in 3D, you may receive some mood boards or concept sketches. If you are building a world for the story there may already be some concept work or reference imagery. What matters at this point is how you interpret it.

You need to dive into the headspace of the client and discern what they want. But at the same time, it’s an opportunity to have some creative input and give it your unique spin. It’s the perfect time to astound the client and give it 110%.

For the War of the Worlds, our pitch had the usual you might expect: the 2D artwork, concept designs for the aliens, tripods, and environments – the red weed from the story. But then we also created an actual shot.

We used some high-quality 4K footage and comped in some CG elements, like a tripod. Then we had a contemporary audio track over the top of it. The contrast of the Edwardian imagery with this more modern music really chimed with the director. That’s how he was feeling at the time and how he was going to approach the project. That’s key to any pitch – understanding what’s in the client’s head and showing we’re here to support the narrative they’re trying to convey.

 

Developing the tripods

In the pitch, you get a sense of how well the two parties will work together. The vibe between you will make the entire process that much more exciting and fruitful. Now, communication is key as you bounce ideas back and forth, and as concept art begins to take shape and the artistic direction takes form.

It’s at this point you start to figure out the finer details of the VFX; the texture, the ‘feel’, the way a creature you are designing moves and emotes. The more detail the better – some of it won’t make it to the final production but that doesn’t mean you should ignore it. That richness in the design will only improve it, even if it is only on a subliminal level.

With War of the Worlds, we paid particular attention to the movement of the tripods. Not just how they walked, but the impact of their legs as they crunched into the ground. Our team envisioned a more earthy, mineralistic design, as if the machines were built from the resources in the ground on Mars. The legs had tectonic plates that shifted and scraped, sinking into the floor as they moved menacingly along. This idea was never properly seen on screen, but it helped characterise them as bulky, weighty, and deadly, aspects that definitely did come across in the end.

The same could be said for the martians themselves which we paid an equal amount of attention to. We explored the personality of these aliens, creating multiple character studies to realise their movement, how their muscles worked, how their skin looked, and how their face and proboscis probed. Detailed animation tests allowed us to see them in different modes – hunting, attacking, pouncing, and even mourning.

 

Collaborating with the creative team

What matters most throughout the entire process is working collaboratively with the Producer, Director,Writer and other Heads of Department (Production Design, Directors Of Photography etc). You can’t have a successful production without this collaboration as everyone’s voices and opinions matter.

You shouldn’t let your ideas run away with you and ignore the creative team on the client side, and they shouldn’t force you into working in a specific way. It’s about providing creative solutions, something we love to do – we aren’t just a work-for-hire outfit. Some of the best ideas throughout this project came from the freedom to let our team explore options and take them to the director and other key creatives on the series with an open mind to this creativity.

Every new client and project is a chance to better yourself. But our approach is always the same – make everything the best it can be and inspire belief. That’s what we always strive to do and something we’re proud to have accomplished with War of the Worlds.

If you want to see more of our work, have a look at our showreel. At REALTIME, we’re always looking for that next challenge, so if you think you have a project for us we’d love to hear it. Feel free to get in touch with me at [email protected].

COVID-19 Update

We understand that communication is key at a time like this and we wanted to reach out and let you all know what measures REALTIME are taking and how COVID-19 is affecting our day to day operations.

Over the past few weeks, we have been monitoring the situation and gradually rolling out preventative measures across the entire organization. We have also been upgrading equipment and infrastructure, working towards enabling our employees to work remotely from the safety of their homes.

As it stands REALTIME have asked approximately 80% of staff to work from home, with a 20% skeleton staff working across our two sites to cover key tasks (eg IT / Network / Render farm etc). We’re very fortunate that we have two studios quite some distance apart so are able to keep social distance and ensure staff safety.

Because working remotely across the two studios is standard practice for us everything seems to be running smoothly and production is continuing as scheduled. It’s really important that we’re able to keep a ‘business as usual’ mentality as much as possible for our employees and our clients.

We will continue to monitor the situation as it progresses and will be taking the advice from the UK Government, public health and the WHO.

This is a really challenging time but if we all work together and support each other we will be stronger, and we have already seen such an inspirational and positive spirit from our team and clients.

Please feel free to reach out to us if you need anything, remember we’re in this together!

Take care of yourself and your loved ones.
From everyone at REALTIME