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2012: A year of extraordinary sport

Friday, February 10, 2012

When we re-created Rome for Gladiator the pinnacle of our work was undoubtedly The Colosseum.  From the painstaking detail within the architecture to populating it with ancient Romans, we very much started a trend for large scale recreations of venues that required populating with thousands of people.

We applied the same thinking and creativity to last year's multi award winning 'Write the Future' (in fact it was last year's most awarded commercial).  Our technical prowess is unparalleled as is our library, which includes a large range of international and domestic stadiums.

With over 11 years experience The Mill team can populate our stadiums with fully realistic crowds including artificial intelligence, meaning they can behave and celebrate as any creative idea dictates.

Our most recent addition of course is the London 2012 Olympic Stadium, ready and waiting to be filled with an expectant crowd.

Here's a taste of our work...
/work/the-mill-stadiums-reel.aspx

For more information, please contact:
 Rahel Makonnen rahelm@themill.com

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Our Audi Hummingbird Hero

Friday, February 03, 2012

Hummingbird_body

Is it a bird..? Is it a plane..? Close…… it's the little metallic bird we designed for Audi, whom we love! So, we asked the team behind the Audi 'Hummingbird' spot a few questions about how this project came about and most importantly, how they made our little winged friend so likeable.

Q: What was the brief given to you by Audi?

A: They wanted us to design and create a hummingbird made entirely out of car parts, as if he had actually been designed by the Audi team itself. The new Audi A6 car is built on very lightweight technology, so they wanted us to showcase all of the car's qualities in this agile little bird.
(Rahel Makonnen - Executive Producer, 3D)

Q: What was the main challenge you faced in doing this?

A: Well, it's very tricky to take something that exists in real life, but to have him made out of entirely different textures and materials, while still acting and moving like the real thing.                      
(Rahel)

Q: What was the main thing you wanted to achieve?

A: We really wanted to develop the personality of the hummingbird; this was the main tool we had to make our bird believable. He had to be friendly, he had to be cheeky and playful, he had to be elegant and at the same time he had to project all the qualities of the Audi car.                                                          
(Jorge Montiel - Head of Animation)

Q: What was the main tool you used to achieve this?

A: The Audi car itself has very elegant and clean lines, so the design had to be a simple one. This meant that the bird's movement and body language were the main ways we could express his character. As an animator, the most challenging part of this process was working on the animatic, this is where we played around with the timing and the story, and it's all about the story. Then, in the final animation, this is where we were able perfect the hummingbird's body expression. It was very time consuming but it was that extra 5% where we worked on all the little details of movement and the quality of our work that made the difference.                                     
(Jorge)

Q: How important was the compositing work in the project?


A: We had a large amount of layers to composite together in order to make the hummingbird and his world believable and realistic. Not only the bird, background and sky but we also added lost of atmospheric affects like dust and pollen and most importantly light, achieving a daytime 'photo-real' look was central to the hummingbird's world.                               
(Hugo Guerra - Joint Head of Nuke)

Q: How big a part did light play in this world?

A:
Huge! We did a lot of research on the lighting; it was one of the few 'real' elements we could use in this fully CG world. Our approach was to take a lot of photos taken in bright sun light and to use them as references for all the little subtle effects that happen in normal photography; the small chromatic aberrations of light, the distortion of the lens, and the small little glints of the sun hitting the metal body of the bird. Also, we really didn't want it to be a cold and unfeeling environment, so we added a lot of warmth by introducing warm light effects and lens flares.                       
(Tom Bussell - Head of 3D)

Q: Was everyone happy with the result?

A: It's an amazing piece of work to be a part of and everyone was very happy! It was a joint project with BBH and director Daniel Barber and we are always very excited to work with both of them!
(Rahel)

Audi 'Hummingbird' has just been nominated for 3 VES (Visual Effects Society) awards, the results of which will be announced next Tuesday, February 7th... In the meantime, you can click here to see him in action!

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The Mill’s Andreas Thomsen wins top CG award at SIGGRAPH Asia

Thursday, December 08, 2011

We are committed to recognising and developing new talent here at The Mill, so we couldn't have been more pleased when we heard that our CG Generalist Andreas Thomsen received the 'Best Student Project' award at this year's SIGGRAPH Asia, for his work on the short film 'Last Fall'.

SIGGRAPH Asia 2011 celebrates the future and present talents of animation industry, and this year's Computer Animation Festival honoured the top three works through a Best of Show award, the Jury award, and for the first time ever, the Best Student Project award.

The SIGGRAPH judges were particularly impressed by the film's high standard of graphics and animation achieved on a limited budget. "It has been very satisfying to see the level of talent in the animation and VFX industry. Working with the jury to curate and select the best was very challenging," said Computer Animation Festival Chair, Eric Liu, who had the uneviable job of choosing a winner from 558 entries from 21 countries.

Our talent team first met Andreas when he was at the Animation Workshop (where he created the winning film) in Denmark earlier this year.  Shortly after, he came to The Mill's London studio to do an internship and has now been working as part of our award-winning CG team ever since.

The SIGGRAPH Asia Conference and Exhibition on Computer Graphics and Interactive Technique runs from 12-15 December at the Hong Kong Convention & Exhibition Centre. 

Find out more here: http://www.siggraph.org/asia2011/

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Q&A with the Head of 3D - Rob Petrie

Monday, September 19, 2011

Rob Petrie is the Head of 3D at The Mill New York.  He began his career at The Mill London as a runner, and after only five months the 3D department brought him onboard full-time. In 2007 Rob made his move to The Mill NY where he worked as Lead 3D Artist on an array of high-profile projects including the OFFF 2010 Opening Titles, a 2011 Design Gold Lion winner, AT&T's 'Birthday', an AICP honoree, and Daft Punk's 'Derezzed', a promo for Disney's TRON: Legacy film.

We asked Rob a few questions about the future of VFX, and this is what he had to say:

Q)
Which CG visual effects do you feel had the most impact in recent years?

A) The films that I feel have made the biggest impact are the ones that use FX to drive the story and leave a lasting imprint in your mind. It's not so much the wow factor, but FX that take us within the film itself. Some films that spring to mind are Gladiator [2000], Road to Perdition [2002] and Cloverfield [2008]. They are not trying to create bigger and more fantastical FX, but let the narrative drive what the FX should create -- a balance.

Q)
On which sequences would you have liked to work?

A) Two sequences spring to mind: Blade Runner's Spinners in the rain [1982], and the ship leaving orbit in The Last Star Fighter [1984]. I would like to have worked on more traditional forms of FX, and I would like to have been in the industry when computer animation was this new medium and it lived alongside traditional techniques. I still love the way a Lambert shader looks on a great model.  If the design is great, then the rest will follow.

Q)
What upcoming technologies do you believe will be game-changers?

A) I think processing power will be the key driving force. GPU-accelerating rendering is something I can see being used more and more.

Q)
What sort of VFX can we expect to see moving forward?

A) I see the holy grail of photo real humans still being the goal of many studios and filmmakers. Avatar [2009] was that next step, and I'm sure films such as The Hobbit [2012] will raise the bar even higher.

Q) What technologies/methods do you feel may fall by the wayside?

A)
It's hard to say. Over the last 10 years I have not really seen anything fall away but just be improved and become more user friendly to adapt to the artists' needs. It would have been hard to believe 10 years ago that programs such as Marind Mudbox would become such an integrated part of production, so I guess Photoshop is definitely the decline within our studio when it comes to texturing.

Q) What technologies/methods need the most revision?

A)
I have to say it comes back to computing power. With commercial companies, we need to try and keep up along side with such facilities as Weta and ILM. The sheer amount of processing power is colossal and with that you can keep pushing the bar visually.

Q) What is the greatest hindrance to improving today's VFX?

A)
Speaking within the realm of Visual FX in a commercial environment, it has to be time constraints. Time on production has gone down over the last 10 years so it's always a challenge to produce high end visual FX with such short deadlines. This is where new tools and developments in software are crucial to keep up with these challenges. Render power has become more important than ever to keep pushing the envelope and creating visually stunning pieces of work.

Q) And finally, what has been your favorite Mill job to date?

A) I think it has to be the Daft Punk promo for 'Derezzed.' Firstly, just because it was a Daft Punk video and secondly, it was fun to revert back 25 years and create visuals with the feel and techniques of a promo from the early 80's.  After all, who doesn't like the 80's?!

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Step inside the fantastic animated world of Mytho Logique

Wednesday, June 15, 2011

We are loving this short CG animation film directed by two of our 3D artists, Guillaume Poitel and Alex Belbari, whilst they were in their last year of studies at the ESMA School of Arts (Ecole Supérieure des Métiers Artistiques), France.

Shot in both stereoscopic 3D and 2D, the hilarious film pays tribute to mythical creatures such as centaurs, nymphs and Olympian Gods.  It has already scooped a clutch of awards and appeared at a number of festivals including ANIMA and Stuttgart FMX.

Check it out below… and to learn more about the film, including a special making of, visit the official website:

http://www.mytho-logique.com/

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The secrets behind VW's Black Beetle spot

Thursday, May 26, 2011

One of the standout spots from this year's crop of Super Bowl commercials was undoubtedly Volkswagen's Black Beetle which trailed the forthcoming launch of the new 21st Century VW Beetle.

Alongside MJZ director Dante Ariola and agency Deutsch, The Mill London's team of artists pulled out all the VFX stops to create the realistic CG beetle and its insect friends.

Take a look at how they did it in this special Making Of fillm.

Want more?  Then why not check out this extended video which goes behind the scenes on the shoot and look out for interviews with our Lead 3D artist Tom Bussell and Lead 2D artist Barnsley.

http://www.youtube.com/watch?v=CVQSPXPIHGw&feature=relmfu

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Putting the bloom into AT&T’s latest commercial

Tuesday, April 19, 2011

Andy Nicholas, our Lead 3D artist explains in depth how he helped AT&T bloom in their latest and very charming spot - Spring!

Building_AT&T_body_B&A

The commercial from BBDO New York featured landmarks and locations all over the US being covered in orange flowers. The idea is that the flowers act as a metaphor for the network coverage that AT&T provides to its cell phone customers.  Since creating convincing vegetation in computer graphics can be a challenge it was essential to research a variety of techniques and develop tools in advance to make sure the shots were completed on time.

One tool was a vine-growing simulation created using ICE in Autodesk's XSI. ICE is a fast and flexible environment which makes it easy to test a wide range of ideas very quickly. For close ups, a hand animated rig was used in the immediate foreground while the particle simulation was used for the rest of the layout.

There were only a few shots in the commercial that required seeing the vines and flowers grow together, but the growing simulation was still used for many of the static shots (e.g. Washington Street, Chicago) as it gave a natural coverage to the buildings. Particle systems based on volume emission were used for many of the wider shots and where the flowers and leaves needed to look bushier.

When precise control was needed over the placement of vines, they were hand drawn in 3D and snapped onto the underlying surface of the building. That saved time and it helped to blend in some of the particle generated elements.

The directors, Josh and Jonathan Baker from TWiN, had a clear vision of exactly how far the vines and the flowers should grow on each shot. It made life a lot easier during the layout process as it minimised experimentation. Some of the shots were nudged or swapped around in the edit to support the narrative as the work progressed. Having this flexibility in the edit meant that the buildings could help with the composition of the plants and make it feel more natural.

The relative layout of the flowers and leaves was important. Generally, the flowers were used to accentuate the lit areas of the plate, while the leaves tended to be kept to the shade. Not only did it make sense that a plant would grow that way, but it also helped to get a better sense of depth and shape. It also meant that the orange colours could be kept bright and it avoided the potential for muddy browns. All of this can be seen to best effect in the 'Randy's Donut' shot in the 60 second version.

Donut_AT&T_body_B&A

Despite the success of these techniques, the opening shots of the commercial go to prove that you can't beat an animator's sense of timing and composition. Those shots work really well and the level of control the animators have is way above what a simulation could ever offer!

Now see all of this in action and take a look at the finished commercial here...

Andy


PS: If you enjoyed this, you can also check out Andy's very own blog for more of his insights: http://www.andynicholas.com/

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