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Jurassic World

mat 23.11.2014 - 17:27 19678 179
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XXL

insomnia
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Registered: Feb 2001
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stimmt wenn ich mir das bild so ansehe nicht :D

ich glaub ich will den ersten gar nicht nochmal sehen, könnte da glaub ich enttöäuscht werden :D

blood

darkly dreaming
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Registered: Oct 2002
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der erste hat weniger CGI als man denkt. den leuten sind die dinos wahrscheinlich als so toll in erinnerung, weil das meiste davon puppen und animatronics waren ^^

userohnenamen

leider kein name
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aus irgendeinem grund weiß ich bis heute das sie das wasserglas mit den wellen wie der t-rex kam mit einer e-gitarre und massig bass produziert haben (z.b.)
stand glaub ich damals im guinness book of records drinnen :D

blood

darkly dreaming
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zum thema CGI damals und CGI heute und effekte in trailern hat jemand auf reddit einen sehr lesenswerten post verfasst:
(wer die zeit hat :D)

[quote]
VFX artist here.
To those making comments about the quality of the CG critters in this trailer — and to anyone who has ever wondered how it's possible for the original Jurassic Park to have had such awesome CG, while [insert some more-recent movie] didn't — those are both interesting observations, and here's the deal with both.

First of all, it's important to remember that the further we are from releasing the movie, the further the VFX are from completion. Early trailers and commercials will always feature VFX that aren't "done," because our target for delivery is like six months from now, and our team doesn't find out for sure which VFX shots they're going to need for the ad campaign until... hold on... juuuuuuust about the moment they need those shots right this ****ing second oh my god.

Papers get thrown, people run down hallways, it's a whole Broadcast News thing.

So, we take whatever work is done on one of those shots, save off a copy, and rush a quick alternate version to completion. Maybe the animation is final, but the comp isn't. Maybe nothing is final. Maybe everything is final, but later someone changes their mind and adds another thing to the shot. Whatevs. We give them Some Version of the shot — complete with, like, color and everything, it's super official — and they release the trailer, and we go back and keep workin' on it like we were already doin.' This is how you end up with comparison albums featuring, for instance, the difference between trailer and movie VFX for Guardians of the Galaxy. Happens all the time.

As for the more general complaint that I hear a lot — "but, we were able to make everything photoreal in Jurassic Park in 1993, what gives?" — there's a lot that gives. It's complicated.


Aside from utilizing a whole slew of fairly basic (albeit smart) tricks that make it easier to look photoreal, Jurassic Park also had a few things going for it, historically speaking.

As a thing to attempt doing, it was more or less unprecedented. Just a ton of work, a ton of question marks, unforeseen innovations were certain to be required, and custom scripts and software would have to be written. They knew what it had to look like, but they didn't know exactly how to get there. Their target was a look. They'd know it when they saw it.

So, they started hammering away at it. There wasn't even a solid optimism that it was possible to pull off so much CG, at that level of quality, at that point in time — much less an absolute goddamned foregone conclusion that obviously it's possible to do twenty times as much CG at that level of quality — and so they benefited, a bit, from the exploratory nature of it. As far as executives and producers and studios and expectations go, the attempt to make that first CG dinosaur movie was akin to Apollo 11. "Oh god, I hope this is ****ing possible."

When it actually worked, it was an accomplishment.

That was the context for that CG work. These days, the context for the CG in, like, The Avengers, is akin to Southwest Flight 782, service from Oakland to Burbank. "Oh god, I hope I'll be able to rent a red car when I obviously make it to Burbank."

It became "obvious" (to the higher-ups) that we could do CG VFX. The process got figured out, the pipelines established, the groundwork laid, the procedures sorted... and now, the process of arriving at the end of the VFX process is seen as the goal. First you do your story art, then you do your modeling, then you do your layout, then you do your animation and sims, then you do your comp, then you render out the result. "That's how ya do it." Once the process is complete, your VFX are complete. Congratulations, let's move on to the next movie.

The problem — and distinction — is that, remember, Jurassic Park's goal was a look. They didn't know what the process would be, but they'd know it when they saw it. Now the goal is, largely, a process. Finish the process.

Are we capable of delivering CG at the level of quality you see in Jurassic Park? ****ing absolutely. (And, "duh," quite frankly. Most movies with big CG setpieces are actually at that level of quality.) When that doesn't happen, these days, it's because we're working under a very different set of limitations. For instance, way, way, way more shots, way more complex shots, way harder shots, an atmosphere of assumed possibility, a wee bit of studio apathy, less-and-less money, higher-and-higher rez, stereoscopic delivery... and, uh, not to put too fine a point on it... not much of a premium being placed on quality of life for the artists. (That's a whole separate thing.)

In addition to that, like I said a few paragraphs ago, Jurassic Park also (smartly) utilized a handful of tricks to make life easier. In CG, realistic shiny things are easier than realistic matte things, so they made the T-Rex wet. They did the T-Rex scene at night. They did a tremendous number of hand-offs between the CG Tippet critters and the practical Winston critters. Not to mention, there's way fewer CG shots in that movie than you're probably remembering, and on and on.

So. Yeah, it was twenty years ago, but they were also climbin' a different mountain.

Now, it's important to note that Jurassic Park deserves every bit of the VFX credit it gets. (That Gallimimus sequence blows my mind.) It's outstanding work, it stands the test of time, it's great — I know I'm basically saying, "yeah, good job with the ****ing Coliseum, you guys, you scrappy group of rag-tag weirdos," but. I want to make sure it's clear that I'm not throwing shade at Jurassic Park. I love Jurassic Park.

But, for being a trip to the moon with nothing but a tin can and a calculator — sorry, I'm very analogy-heavy this morning — for being just this impossible thing, it also managed to avoid some of the pitfalls of the modern CG experience. Expectations, mostly. Different flavors of expectations, at different points along the line. Being the first to do a very hard thing well isn't easy. For that matter, neither is being the 6000th to do a very hard thing well, when people are totally unimpressed with the assumption that you can do a very hard thing well. Like "come on, knock it out. We're on a schedule here."
Not that they weren't on a schedule, but. You know what I mean. I've rambled on long enough.


tl:dr — trailer VFX are often a work in progress, and Jurassic Park's CG was incredible, but arguably managed to benefit from "pioneer" culture, and set out to clear a bar much lower than we typically deal with these days[/quote]
Bearbeitet von blood am 26.11.2014, 14:35

Earthshaker

Here to stay
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Irgendwie ist das doch eh ein Märchen mit dem "FX noch nicht fertig".
Mir würde nur Hobbit 2 einfallen. Da sah das Gesicht vom Drachen damals im Trailer anders aus.

Sonst würde mir kein Film einfallen wo es die schlechten Trailerszenen nicht in den fertigen Film geschafft haben :D

Habt ihr da Beispiele?

Hokum

Techmarine
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mahaah, er beschreibt perfekt warum moderne CGI immer wieder spektakulär versagt, nämlich weil sich kein schwanz mehr überlegt, wie man sie richtig in szene setzt. und dann gibt er damit an das sie das ja nimmer brauchen, weil soviel rechenleistung blahfasel :D

da fand ich die GoT CGI-behind-the-scenes sehr spannend, weil die mit einem serien-budget plötzlich auch wieder überlegen mussten wie man die begrenzte leistung tarnt (außer dass man einfach ne season lang nur 15 sekunden drachen zeigt :p)

blood

darkly dreaming
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Registered: Oct 2002
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rxhqvuf_198800.jpg


is das wirklich so schwer zu glauben? ein halbes jahr vor release ist ein film klarerweise noch lange nicht fertig. und die CGI-effekte sind so ziemlich das letzte was fertiggestellt wird.
Bearbeitet von blood am 26.11.2014, 22:02

Nico

former person of interest
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unfinished fx-shots in teaser/trailer einbauen ist imo ein no-go.

Burschi1620

24/7 Santa Claus
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Also so sachen wie Jurassic Park oder Lotr denk ich mir immer: Das wurde für kleine Auflösungen gemacht. Wenn man das heutzutage auf unsere FullHD Bildschirme aufblast schauts auch nimma so gut aus :D
Lotr schaut auf der Röhre von meiner Oma noch voll spitze aus. Am Flatscreen merkt man dann schon einen enormen Unterschied imho :D

Aber ich muss da irgendwie zustimmen. Eben genau so Pionierfilme wie Jurassic Park, Lotr und Star Wars begeistern mich von mal zu mal was damals schon gegangen ist.


edit @ Earthshaker, gerade zufällig gefunden :eek:
https://www.youtube.com/watch?v=qi94JM3zkxk

smashIt

master of disaster
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jurassic park mit mehr statisten...

InfiX

she/her
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mehr statisten = mehr futter, ifindsgut :D

3d Prophet

Addicted
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Zitat von InfiX
mehr statisten = mehr futter, ifindsgut :D

mmd :D

D-Man

knows about the word
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Also wenn ich den Trailer sehe und die ganzen Spoiler lese, muss ich irgendwie mehr an Alien oder sowas als an Jurassic Park denken! :D Gänsehaut war trotzdem vorhanden, find er sieht nicht so schlecht aus :)

Wyrdsom

Komischer Kauz
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SergejMolotow

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sehr genial, leider noch so lange bis Juni
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