The Previs Gospel… According to McDowell and Frankel
Theyve just become a catalog of A
B
C
style of shots and levels of complexity, which gives a very accurate shot breakdown. Based on the kinds of technical shots, the effects guys seem confident that its accurate as well. Basically what we have is one huge window in the set and a situation where were building backing so Steven can decide in post where his shots are going to hold. This is interesting because this is a character-driven movie and were setting it up in previs so that Steven can ignore the visual effects issue and just think about what he has to shoot within this space.
At the same time, Ron and his teams been building a very architecturally accurate 3D model of the exterior, which is wire frame, so we know whats exactly out there, but also that the datas going directly into a straight pipeline to visual effects. But because there are nine months of season changes that occur in the story, weve got a 3D matte painter and a bunch of guys with computers who are just starting to do lighting and rendering. So weve put all our money into a model thats based on the previs that is derived from the interior architecture of the terminal.
McDowell and Frankel are currently making great strides in bringing vfx teams earlier into the process via previs. They point to the great divide between practical and virtual set design, and how previs helps provide visual clues that allow more seamless transitions. Were just looking at different aspects of production and theres something very remarkable about getting production designers, visual effects supervisors and producers who are really buying into it, Frankel observes. Obviously because they just get that, its all about speed and more control.
Bill Desowitz is the editor of VFXWorld.
























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