Tag Archives: effects

Senior 3D Generalist Available Immediately

I’m currently available for 3D generalist work in the UK, ideally either remote, or as a hybrid to London arrangement. I do a lot of layout and environments, asset creation, lighting and leading small teams.

My full CV is on this website along with an up to date showreel.

Please contact me via aj@ajcgi.co.uk

A Gentleman In Moscow – breaking down historic fiction

A Gentleman In Moscow is the last show I worked on during my latest stint at Rumble VFX. The reel above contains breakdowns of many of the shots I worked on.

Creating a City

I was initially tasked with creating a reusable Moscow skyline asset. This was inspired by photographs of the 1920s and 1930s. Many of the buildings used were from off the shelf kits. These had textures, but weren’t yet set up for Redshift 3D, nor indeed Houdini ready. The process became much easier after a few models. For example I had a script set up to convert shaders to Redshift ones with the correct names and textures attached. All needed balancing to look approximately the same when brought in to one primary scene.

Photography of the time shows the typical Russian formal gardens in front of the Bolshoi and Metropol. I began the layout with these gardens, working out from there. Much of them are point instanced models of bushes, flowers and grasses with hero shrubs and trees placed by hand. This was in part because in some shots they got in the way and in others they needed adding to so as to give height to the scene.

Paved areas were defined with curves. Stoned edging and cambered road surfaces were added in procedurally along and away from the curves respectively. There was even a tram system for creating recessed metal rails in the road and slightly different cobbles on the ground. A separate one defined the power lines. In one shot I went to the extent of animating the over head lines and the pantograph on the tram, something that is maybe only visible on very large TVs!

Optimisation

A technical challenge with having so many models and lights in shot, was that of memory limits, especially VRAM. To remain quick at rendering Redshift must use less than the available GPU memory. Plants were read off disk at render and most of the buildings were converted to rs proxy files. They load in quickly and could still have their shaders altered globally for one specific pass, the snow.

The snow pass was in addition to the usual beauty with a snow material overriding all the usual ones. It was blended with the beauty using Normal, AO, noise and other custom AOVs in Nuke. This method allowed us to be flexible about the location of snow. As with other projects where I’m setting up a primary setup for a team I had a Nuke script that could show compositors roughly the end result I was aiming at.

Snow on the ground was actually one large grid with its own gentle undulations, pushed up near to buildings, street furniture and so on. It was then roughened in these locations and poly reduced, keeping the detail in these bumpy areas. To add further detail when seen at ground level, the snow grid was worked in to with displacement maps, particularly footprints.

Smashing work

Other tasks on A Gentleman In Moscow included animating a picture frame, shot by the count to alarm the hotel manager. In the plate, the practical gun went off then half a second later the picture swung down! For impact, timing and believability we decided to replace the whole thing post-firing. I made a simple model of the frame, complete with photo, mount board, glass and frame, then I set up a shattering system.

Stills on set gave me a great reference for which bits of glass remained in the frame and where the bullet hole should be. I drew out wobbly lines radiating from the hole and set up an RBD sim in Houdini. I had trouble getting the finesse I wanted from the SOP level shattering system so only used that to break the mesh in the first place, passing that and the constraints to a custom DOPnet. In there I gave the sim a speed limit, some drag and transferred velocity from the picture frame over the first frame or two for pieces within a certain range. This was to assist with the appearance of glass being pushed by the frame as well as the bullet. Anything that shot backwards for any reason was rapidly decreased in size so as to vanish.

A Gentleman In Moscow is now streaming on Paramount+. To see more of my work, check out the other projects!

3D VFX Showreel – a shiny NEW one for 2024!

PDF Breakdown of 2024 Showreel

A new 3D VFX Showreel has been long overdue.

The last few years have seen a lot of changes to my reel, though a couple of projects are missing, either through incongruity or tight Netflix IP restrictions, so I’ve snuck in some pre-pandemic stuff. I’m working on a private reel including shots from The Crown, so if you’d like to see that, get in touch via aj@ajcgi.co.uk.

Like many in the UK VFX scene I still work either remotely or hybrid. My commute in to London is a 4 hour round trip so please take that in to account if you get in touch after seeing this reel.

Primarily I use Houdini. There are some who would claim that’s not the weapon of choice for generalist work, but I would contest that. Lots of my work is documentary and drama content where I’ve been hired to do environments and set extensions. This means I do asset builds, scene layout, lighting, and just about everything including tracking and sometimes the compositing too. Houdini works fine for practically everything I throw at it and is flexible enough for me to set up entire scenes as a base for others and have them understand what they’re looking at.

Naturally there’s other work absent from this 3D VFX Showreel, so take a look at the projects page for more.

Lost Cities Revealed – 3D Builds of Past Civilisations

In 2023 I was brought in to Rumble VFX as a lead 3D artist on Raw TV’s documentary series, Lost Cities Revealed.

Each episode covers a different location where up to date archaeological methods have revealed settlements to be larger and of greater importance than previously thought.

The VFX task was to create a big moment at the end of each of the six episodes, the current landscape altering to show how things may have looked in the heyday of each civilisation.

The Scottish episode focussed on Pictic Celts, a civilisation a few of us had experience recreating together for Britannia many moons ago. In a sense that made it easiest to make it look convincingly real. It probably helped I holidayed in the Highlands immediately prior to working on the series too! Little circular huts, wooden fences, fires, smoke, a suggestion of farming all helped to set the scene and give atmosphere.

Oman’s episode focusses on the first ever trade post at an oasis, an area of water-fed rich soil in an otherwise desert landscape. For this one I had to create buildings based on a few drawings and the excellent feedback from the director. The actual archaeologists on the ground had moved on to another project and didn’t have ready access to comms. Having made a generic square hut with a procedural redshift material for the mud walls, I laid out a city based on a map of the area, featuring irrigation and date palms.

Each episode came with a LiDar scan of the site, produced by industry specialists, Visual Skies. The Oman one really helped as the 2nd shot transpired to not be wide enough to fit in the oasis itself during the reveal. I replaced it with an entirely CG shot, recreating the camera move, only higher and wider.

As with all documentary work I’ve undertaken there’s a strong element of artistic license, be that in the layout of the cities, the overall look of buildings compared to each other or colours used by civilisations. In short, research is key when working on scientific or historical stuff, but where evidence is lacking, artistic expression helps.

The video above also contains shots from Sudan and Mexico.

Lost Cities Revealed is on Nat Geo and Disney Plus.
I’ve done a lot of documentary work. To see more, take a look through the Projects page!

The Impact of AI in VFX – Striking For The Right Reasons.

Faded Photograph of a Panda In a Liminal Space, though actually made by a computer.
Midjourney’s version of A Faded Photograph of a Panda In A Liminal Space – one of my early tinkerings with generative AI.

A while back I wrote a blog post on my photography site about AI image generation. I was wondering how long it would be until AI could create a convincing photograph. Fast forward to today and Photoshop has AI tools built in with Adobe creating AI video tools for After Effects and Premiere too, all with convincing results. There are many, many others doing the same.

Strikes

It’s understandable that writers and actors have been calling for strong protection against their own writing, voices and even appearance being used without fair recompense. At the time of writing, American unions have been striking for over 110 days for many reasons, but featuring in them is a desire for fairer AI protection. This lengthy period has led some to endure loss of income, jobs and even homes across California. It’s had far reaching consequences worldwide in fact, with plenty of UK projects being suspended or pulled thanks to the links to the US.

I’ve been thinking about this for a while. It’s easy to shout out and tell folk to get back to work. Imagine though, not having that desired protection or framework in place. In that scenario, the current 10 figure cost to California alone could potentially be far higher.

Actors and writers could lose out to an ever decreasing pool of AI-assisted talent. Voice actors might find their voice effectively bought with unfair terms in perpetuity. Their income would be gone. Actors could be placed in any video without permission, causing a Wild West of IP lawsuits.

Productions themselves could get weaker, with script after script of middle of the road shows, AIs borrowing sentence structure and characterisations from years of work. Visuals could homogenise, with actors turning in to uncanny-valley dwelling automata.

Even if this dystopia I paint here is temporary, the loss of earnings could be huge and quality of work underwhelming compared to the original content made by real humans daily.

A brighter future

The TV and film industry will likely shrink in light of the strikes and common usage of AI. It has appeal for small graphic design projects and concept work. I do also believe though that we are an incredibly diverse, creative species, capable of creating extraordinary worlds and telling beautiful stories. We are also able to diversify in what is a fast-paced industry.

I personally believe many VFX jobs are safe. Directors, producers and editors all like to put in their opinions on how a particular VFX shot can be improved. The first version will go in a creative direction they may or may not like but it will need iterating on usually. Many of the requests made are open to interpretation and fairly abstract. If you want great results out of AI, it pays to be specific.

Many software developers are integrating aspects of machine learning into their VFX software, making awesome tools that make our jobs easier. AIs are not likely to create entire shots themselves that fulfil a client brief first time, if at all. Let’s hope the strikes end soon so everyone can use these awesome tools to keep making original content that folk want to watch and those who need protecting feel safe in their chosen work.

What is CGI? Why can’t filmmakers grasp how films are made?

My recent CGI Cola

CGI – Computer Generated Imagery, as a term has always been an enigma. Personally I see it as being 3D graphics, but Wikipedia confusingly refers to it as including some 2D also.

VFX – Visual Effects, to many is synonymous with green screen. I’ve long suspected this belief comes from Behind The Scenes documentaries, vacuous DVD fillers that are so popular I do wonder if many people prefer so-called BTS content to actual movies and TV shows. 

The VFX industry is so vast in scope that keying green screen (or any colour really) is one of dozens of things you could be asked to do within a week as a compositor. In itself, compositing is one of dozens of jobs in the business. However, very little compositing work is what many regard as CGI.

There! Right… there! You see it? That’s the grey area.  If a viewer of a cinematic spectacle sees a hint of VFX they may well jump to thinking of it as CGI. Not all VFX contains CGI. Am I splitting hairs because I do 3D CGI and see CGI as 3D only? Yes. Yes I am. 

When people say that show X has no CGI in, they might be right, or at least think they are. Lots of shows I work on have literally hundreds of VFX shots but only a dozen or so contain 3D graphic elements. The amount of VFX work in TV is astonishing. If you don’t notice it, it’s succeeded in being excellent.

To me, traditional 20th Century Hollywood was about in-camera practical effects and hand-painted backdrops. These days those are often, but not always, referred to as SFX – Special Effects. That historically has been used for so many things that now even VFX is lumped in with SFX in the media, to the extent awards are given out in the category of Special Visual Effects. Add in AI imagery and now nobody outside, or indeed inside, the VFX business has a clue what to do with all the acronyms.

The recent Barbenheimer furore made me think. Both Barbie and Oppenheimer contain a lot of VFX work – tonnes of it – but the directors’ favour of traditional methods was set upon by the media as a good thing, getting us all away from that pesky CGI. The CGI was never the issue. It was scriptwriting, acting, the terrible art direction, but most of all, a complete and utter misunderstanding of the whole VFX business and those who work within it.

To me, films and TV would improve a lot if the focus returned to making gripping stories with well-developed characters. Get that right, then speak to a VFX studio about what might work best as practical or VFX work. Read around the subject, talk to us VFX folk directly about what we’re doing, (and credit us if you would be so kind) but leave those misleading BTS docs alone. They aren’t made by those who made the effects.

To see the things I’ve worked on over the years and judge my qualifications for judginess, see Recent Work.

The Crown Season 5 at Rumble VFX – Period Set Extensions on Beautiful Plates

Before the late Elizabeth II passed and her son was coronated, I was a CG lead at Rumble VFX on Season 5 of The Crown for Netflix.

See the full breakdown of what Rumble did in the video below and on the Rumble site here The Crown, Season 5 – Rumble VFX:

For me, there was a lot of set extension work to do including a recreation of the famous 90s neon signs at Piccadilly Circus. Naturally, being The Crown, there were also ground level, rooftop and aerial shots of Windsor Castle. I created a dilapidated look for Villa Windsor (Mohamed Al Fayed’s gift to The Queen) and was even called upon to replace an errant non-royal yacht. (How dare the late Steve Jobs leave it in shot!)

Work on the show took lots of hours of research and meticulous attention to detail, creating 3D in Houdini, projections in Photoshop, painting up in Substance Painter, rendering in Redshift.

A challenge for me is that I really enjoy the show and wanted to work on it for years, so ended up treating each shot as if it was my last. At one point I was dreaming of various tones of wall in the shots of Windsor Castle. What helped immensely and stopped me painting myself in to a corner was the exceptional production team whose feedback and documentation of the shoots was on point.

The yacht was a peculiar beast. Yachts are often very smooth, white, shiny, looking like fresh CGI frankly. With this being an HDR project I had to make sure we had details that were matching the plate, even out of the range of the SDR monitors most of us work with daily. When doing my rough comps I knocked the exposure of everything down to check it matched, then brought it up again.

One aspect of this project that really helped is the mountain of photos out there on the web. I’m really grateful for those of you who visited Piccadilly in the 90s with a camera or indeed the millions who’ve documented Windsor and the show’s Windsor, Burghley House over the years!

Set work is just one string to my bow – see other projects here.

2017 Showreel

After many years of work I’ve finally built up enough new shots to replace much of my old reel. It served me well, bringing in many projects, and indeed some of the better shots still remain, but now with spangly new work alongside!

My contribution to each shot is shown briefly in the bottom left of the screen, with a much more detailed explanation written shot by shot in the PDF breakdown.

In the past few years I’ve been fortunate enough to work on some very interesting projects that have been subject to watertight NDAs. Now that they’ve been broadcast and the dust has settled, it’s a real bonus for me to finally be able to share some of these with you.

The MARS series and Teletubbies were two such projects. MARS was seven months of my time and if I recall correctly, Teletubbies was significantly longer. This left two large projects missing from my reel and consequently any updates to it felt kinda pointless as I’d only be adding one or two shots and labelling it a new reel. The thing with working in TV or film is not all shots that I work on are actually showreel-worthy. Many are similar to each other or shots I’ve made previously, or they may be created using other people’s systems, to the point that putting them in a reel of my own work feels disingenuous.

This reel has been a long time coming, so I hope you enjoy it!

My oh my… I’ve done 10 years of VFX work.

It’s now a decade since I first cut my teeth doing VFX on music videos. Lots has changed, technology has marched on at a huge pace, and yet the fundamental way of approaching a shot is almost the same.

Simple solutions are often the most effective ones and in particular those you know and can trust. For me this has meant finding appropriate methods for a particular time & situation and sticking with them for similar projects in the future. Consequently alongside my extensive Softimage, Terragen and PFTrack experience, my VFX fingers have touched Adobe products, GIMP, Deep Exploration, SpeedTree, Global Mapper, Inkscape, Combustion, Nuke, Maya, Max, and Cinema 4D.

As a generalist with such a broad background skillset, I found myself recently in an unusual position; that of a 3D lead artist on a 60 episode long TV series. All in all I spent a year working alongside a team of staff from both the production and post production side of things. I was even on set for a stint, something I hadn’t done for many years. Rather irritatingly, the whole thing is under wraps so I can’t say a word about that directly until it’s broadcast.

In the past 10 years I’ve learnt more than I could possibly have imagined when I left college. Here’s a few things I’d like to pass on to those entering the brave new (actually quite old) world of VFX. They’re based on my experience, so might not match the opinion of others.

Firstly and most importantly, listen to those telling you not to be sedentary. Stand up often and walk around. Consider a standing desk. Exercise regularly. You need it. Yes you do. Fresh air too, and daylight. By daylight I mean directly from the Sun, not a simulation bulb. Plus if you work from home, which you may well do at some point, human contact is essential. You need those breaks from the screen to be a human being rather than a ‘zombie’ as I’ve heard execs refer to VFX guys as.

On a similar note, burning the candle at both ends does nobody any good. Try to avoid long hours, even if you are enjoying a project. Past a certain point in the day, I find the work I am doing is deteriorating in quality and my brain is no longer functioning at its best. On that note, drink plenty of water. Lots of offices are air-conditioned and will dry you out very fast. If you must work extra time, try to wangle a weekend, especially if you’re a freelancer. You’ll get paid an extra day and will have the benefit of further sleep. Some of my best work has been done on a Saturday.

Don’t be ashamed to take shortcuts or cheat. The whole of VFX is a cheat, a lie. It’s OK to use stock libraries for footage, elements, sound, textures and even models. Quality varies so do your research, but the time you could save will actually save money in the end too. For an HD project, consider rendering out elements at 720p, then upscaling in the comp. 720p has less than a million pixels in it. 1080p has over 2 million. Render times are much lower and many cannot tell the difference in image quality. There are rare exceptions to this, but I’ve even passed SD anamorphic widescreen renders of skies and the like to be composited before now and nobody’s noticed or cared. If it is matching something soft in the background footage or is out of focus anyway, it just doesn’t matter.

Keep curious. Ask questions of those around you, whether they’re older or younger, wiser or greener. Everybody knows something the person next to them doesn’t and in this profession, that’s especially true. Whether you are self-taught or degree educated, you cannot possibly know all there is to know about the huge amount of software and associated techniques. Remember what I wrote earlier about simple solutions? The more experienced near you will possibly know them, so just ask. Don’t waste four hours struggling to do something that could be done in one hour using a technique they know.

VFX isn’t all about big budget movies and long form TV shows. Consider using your skills elsewhere. There’s a huge amount of corporate and educational work out there. I did quite a long stint of work on illustrative animations for educational websites and kids TV. As another example, did you know there’s 3D warehouse simulation software, requiring many real-time 3D models? Now you do.

Finally, if you’re a freelancer, get used to this question: “So what are you working on at the moment?”
My answer is currently, “Nothing,” so feel free to get in touch!
If you have no money, don’t, but do read this: https://www.ajcgi.co.uk/blog/?p=855

Britain’s Most Extreme Weather and How The Universe Works

This past few months I’ve been beavering away at Lola Post on 2 series of shows, creating VFX of a weathery, Earth-scale nature for Britains’ Most Extreme Weather, and shots of all scales for series 3 of How The Universe Works.

Ordinarily I’d put together blog posts before a show goes to air, but in the case of Britain’s Most Extreme Weather it slipped from my mind as soon as I rocked back onto How The Universe Works. Much of my weathery input was particle systems and strands, either using existing setups from previous shows or creating new ones as appropriate. A particular favourite of mine was a system showing the movement of air around cyclones and anticyclones; A strand system that rotates particles around many points, allowing them to move fluidly from one direction to another as if air, all wrapped around a lovely spherical Earth.

How The Universe Works is a series I’ve been on for many many months now. I first started on it in November I think. The first episode, all about our Sun, is to be shown on 10th July on Science in the USA.
For that show I took Lola’s existing Sun cutaway setup, introducing a more boiling lava-like feel through judicious use of animated fractals and grads.
Overall I’ve worked on 8 episodes with a handful of shots in each show. After all that dedication to spheres in space I am now supervising the VFX on one of the last shows for this series!

More geeky details and videos for both shows to come!