37 avsnitt

Jamie Bakewell talks to some of the Film, Game & TV industry's most talented artists. From Concept Artists, to Previs, 3D Animators and VFX Artists. We talk about a project of theirs and take a look at what went into them, as well as show an insight into the mind and workflow of each artist. For more conversations like these, check out out YouTube *HERE* ( https://www.youtube.com/@thevfxprocess/videos )

The VFX Process Bigtooth Studios

    • TV och film

Jamie Bakewell talks to some of the Film, Game & TV industry's most talented artists. From Concept Artists, to Previs, 3D Animators and VFX Artists. We talk about a project of theirs and take a look at what went into them, as well as show an insight into the mind and workflow of each artist. For more conversations like these, check out out YouTube *HERE* ( https://www.youtube.com/@thevfxprocess/videos )

    #42 Joshua Toonen: Filmmaking & VFX, Can Unreal Engine Handle Both?

    #42 Joshua Toonen: Filmmaking & VFX, Can Unreal Engine Handle Both?

    Joshua Toonen discusses his VFX journey and his mission to push the limits of Unreal Engine's filmmaking and visual effects capabilities.

    Joshua Toonen is a seasoned VFX artist with 8 years of experience in the film industry, contributing to blockbuster films like Alien: Covenant, Spider-Man: Across the Spiderverse, and Star Wars, among others.

    In 2020, Josh embarked on a personal project, creating 'Stay,' a short film/music video inspired by 'The Last of Us.' In this episode, he shares his journey and the creative process behind this remarkable project.

    Recently, Josh transitioned into the world of Unreal Engine and virtual production. He worked as an virtual production supervisor on the sets of Avatar: The Last Airbender and Star Trek: Discovery, igniting his passion for Unreal Engine. Determined to push its boundaries, he set out to recreate a scene from Dune: Part One entirely in Unreal Engine within 24 hours, documenting the entire process on his YouTube channel. https://youtu.be/-syj6kFf6e4?feature=shared

    Josh’s latest challenge is a Godzilla sequence, exploring the question, "How can we achieve everything within Unreal Engine?" He is streaming the entire process live on his YouTube channel, titled The Godzilla Masterclass.

    The VFX Process Podcast #42
    Getting Intimate With Your Industry!

    Accompanying media:
    Discover Joshua Toonen click here
    For the video podcast click here

    • 1 tim. 19 min
    #41 Olov Burman: Pushing the Limits of Animation as an Innovative Director

    #41 Olov Burman: Pushing the Limits of Animation as an Innovative Director

    Olov Burman, a multi-award-winning director, discusses his journey, unique characters, and projects ranging from Cartoon Network to Tenacious D.

    Olov Burman, an animation director from Sweden, travels the globe while collaborating with networks of artists and clients worldwide. He has harboured a passion for animation and visual storytelling since a young age, and throughout his professional career, he has been involved in over 200 animated film productions, often serving as Creative Director, Storyboard Artist, or Animator.

    Olov has worked in various techniques such as 3D, 2D, and Stop Motion. Currently, he freelances as a Director, assisting clients in developing ideas and creating pitch material for diverse film productions.

    In this episode, Olov guides us through a range of projects, starting from his early days animating for Cartoon Network, directing animation for Tenacious D's 'Video Games,' and culminating in his latest personal project: expanding his viral short film 'The Food Thief' into a 12-minute version, as demanded by fans.

    Join us as we delve deep into the work of Olov Burman and discover how he pushes the limits of animation with his unique 3D character rigs and unmistakable style.

    The VFX Process Podcast #41
    Getting Intimate With Your Industry!

    Accompanying media:
    Discover Olov Burman click here
    For the video podcast click here

    • 54 min
    #40 Dave Macomber: Visualising a Fight for David Fincher, Unreal Engine & VFX

    #40 Dave Macomber: Visualising a Fight for David Fincher, Unreal Engine & VFX

    Hollywood Stunt Coordinator Dave Macomber discusses previsualising a fight sequence for David Fincher's 'The Killer' and his latest Unreal Engine project.

    Meet Dave Macomber, an award-winning stunt/fight coordinator and second unit director in the film industry. With a passion for Visual Effects (VFX), Dave seamlessly incorporates VFX elements into his stunt visualisations, providing a comprehensive template for the crew.

    Having worked on iconic blockbusters like Transformers, HBO's Watchmen, and numerous Marvel Cinematic Universe films, Dave's expertise shines through. Just a glance at his IMDB page showcases his impressive portfolio.

    In his latest project for David Fincher's 'The Killer', Dave coordinated a gripping 6-minute fight sequence shot mostly in darkness. Join him as he shares insights into collaborating with David Fincher, labelling it 'the most intimidating thing I've ever done in my career'.

    'Killer vs Brute' exemplifies Dave's mastery in delivering high-impact action sequences.

    Venturing into Unreal Engine filmmaking during his spare time, Dave's creativity knows no bounds. Last year, he unveiled 'The Ronin', his first Unreal Engine short film, showcasing a fight scene performed entirely by himself, using Rokoko motion capture technology. Now, with 'The Widow: Assassins Highway', Dave enlists a team of MARVEL stunt performers to help him capture the stunts and elevate the action.

    This episode offers a captivating glimpse into the VFX pipeline, Hollywood stunt process, and Unreal Engine filmmaking.

    The VFX Process... Getting Intimate With Your Industry!

    Accompanying media:
    Watch 'The Widow: Assassins Highway': click here
    For the video podcast click here

    • 1 tim. 20 min
    #39 THUMBS: Building a Pop Culture Brand & Designing for Blink 182

    #39 THUMBS: Building a Pop Culture Brand & Designing for Blink 182

    The VFX Process Podcast #39

    Jamie chats with THUMBS about building his brand focused on pop culture and how he was commissioned by Mark Hoppus of Blink 182.

    Nick Thompson, also known as THUMBS, is a West London-based artist who has built his brand through a love for 80's and 90's pop culture. His work includes paintings, prints, apparel, and collectible toys, filled with an incredibly nostalgic feel by breathing new life into his favourite pop culture icons, including The Simpsons, Marvel, DC, Disney and many others.

    THUMBS also integrates a significant musical presence into some of his designs, combining pop culture characters with artists such as MF Doom, Beastie Boys, Biggie Smalls, and Blink 182.

    We delve into how Nick built THUMBS Art & Design from stickers in a skate shop to the globally recognised brand and family business it is today. THUMBS has showcased his art in exhibitions around the world and has been fortunate to collaborate with brands such as Virgin Galactic, Xbox, Hello Kitty, Deadmau5, Looney Tunes and even the Chicago Bulls.

    We discuss how Nick utilises social media as an artist/brand, how he has perfected pop culture characters in his art, and how he navigates copyright issues with his designs, which prominently feature multiple intellectual properties (IPs).

    As a huge fan of Blink 182, Nick designed a limited edition poster combining The Simpsons with the cover of Blink's legendary live album 'The Mark, Tom & Travis Show'. This led to the bass player, Mark Hoppus, becoming a fan of THUMBS, purchasing a print, and later commissioning Nick to design a bass guitar for their 2023 world tour.

    The VFX Process... Getting Intimate With Your Industry!

    Accompanying media:
    Discover THUMBS click here
    For the video podcast click here

    • 1 tim. 2 min
    #38 Patrick 4D: Perfecting 3D With ZBrush & Mastering Social Media

    #38 Patrick 4D: Perfecting 3D With ZBrush & Mastering Social Media

    The VFX Process Podcast #38

    Patrick 4D shares his 3D process, discusses how he utilises social media as an artist.

    Patrick Foley is a 3D artist who specialises in creating photorealistic food. Utilising a combination of ZBrush, Cinema 4D and Octane, he has earned legendary status in the 3D world through his daily Instagram reels, showcasing the process behind his remarkable food renders that have claimed him the name 'The Digital Chef.'

    What began as a 3D artist having fun transformed into Patrick securing high-profile clients eager to feature his photorealistic food renders on their product packaging. Patrick owes all his professional 3D opportunities to social media, emphasising that Instagram functions as a live portfolio and should be viewed as a means of branding yourself online.

    Showcasing his ZBrush skills daily on social media led to Patrick's invitation to the official ZBrush Summit, and he regularly hosts live streams titled 'Cooking With Patrick' on the ZBrush YouTube Channel.

    Streaming daily on his Discord server, Patrick creates unique 3D food renders in real time, later showcasing them as his daily Instagram reels. Also... we throw in a challenge! Patrick 4D is tasked with creating one of his 3D food renders within just 10 minutes, and he does not disappoint!

    This episode provides valuable insights into achieving success as a 3D artist, building an online community, and mastering the art of photorealistic 3D modelling and texturing.

    The VFX Process... Getting Intimate With Your Industry!

    Accompanying media:
    Discover Patrick 4D click here
    For the video podcast click here

    • 1 tim.
    #37 Faruk Heplevent: CGI Car Secrets & Procedurally Generating Cities

    #37 Faruk Heplevent: CGI Car Secrets & Procedurally Generating Cities

    The VFX Process Podcast #37

    Jamie chats with Faruk Heplevent, the brilliant mind behind The Scope, a ground-breaking fully CGI automotive launch company.

    Faruk began his journey as a globetrotting car photographer, capturing iconic images for the world's leading car brands, all on traditional film. However, faced with the rise of CGI, Faruk encountered a career crossroads. Undeterred, he founded The Scope, pioneering the creation of jaw-droppingly realistic CGI car renders that have become a staple for high-end automotive product launches.

    Faruk introduces us to Scope City, an innovative tool that revolutionises the industry by procedurally generating cities. This cutting-edge technology, powered by a combination of V-Ray 6, Maya, and Houdini software, enables clients to showcase their latest cars in meticulously crafted urban landscapes.

    Dive deep into Faruk's past as a car photographer, as he unveils the painstaking process required to capture a single shot on film. Gain insights into the challenges that paved the way for his evolution into the world of CGI cars.

    Don't miss Faruk's exclusive reveal of his top 5 tips for creating photo-realistic car renders. Whether you're a seasoned professional or an aspiring CG artist, these invaluable insights will elevate your craft to new heights!

    The VFX Process... Getting Intimate With Your Industry!

    Accompanying media:
    Discover 'The Scope' click here
    For the video podcast click here

    • 1 tim. 22 min

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