Tag: justiceleague

JL Titles

Posted on December 16, 2019 by ajconcep

MPC Vancouver was the primary vendor for the 3rd act of ‘Justice League’ – set in the fictional town of ‘Skrunda1’ (a mix of Chernobyl and Pripyat). The Environments team was tasked with dressing a full CG city, 12km square

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JL Realtime

Posted on December 16, 2019 by ajconcep

To allow such a large area to be fully dressed in only a few months, I proposed using a new toolset, based around Unreal Engine 4. At peak, 5 artists were working simultaneously in Unreal, with the final layouts exported back to the MPC pipeline for rendering.

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JL Daytime

Posted on December 16, 2019 by ajconcep

This daytime shot is one of the few where our work is really visible. A lot of the rest of the team’s efforts is hidden behind FX, motionblur, and a heavy red grade.

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JL Red Sky

Posted on December 16, 2019 by ajconcep

The full scene had over 400,000 instances, and in some aerial shots almost all of them were visible – so we had to use every optimization technique we could think of to keep the scenes interactive.

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JL Assets

Posted on December 16, 2019December 16, 2019 by ajconcep

I oversaw a team of 13 artists, who created more than 240 unique assets. I textured around 40 of them myself in ‘Substance’.

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JL Software

Posted on December 16, 2019December 16, 2019 by ajconcep

This was the first show at MPC to make use of a game engine for VFX production.

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JL 5-way blend

Posted on December 16, 2019December 16, 2019 by ajconcep

I also created a 5-layer blend shader for Unreal, which allowed artists to edit the terrain texture interactively. The vertex map was exported as a primvar, and the shader was duplicated in Katana, giving a precise match between Unreal and Renderman.

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JL Matte Painting

Posted on December 15, 2019 by ajconcep

There is actually a fairly detailed matte painting in the background here, but (as is often the case) the DI grade makes it virtually impossible to see anything.

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JL Power Lines

Posted on December 15, 2019December 15, 2019 by ajconcep

One of the great things about using a game engine is getting a lot of additional functionality for free. At the very end of the project, it was noted that none of the utility poles had cables, so I wrote a tool in blueprint to procedurally create a plausible network of simulated softbody wires.

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JL Plants

Posted on December 15, 2019 by ajconcep

The final shots of the movie required the city to be covered in ‘beautiful alien plants’. I created four plant types in ‘Plantfactory’, which were animated by Andrew Bain.

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JL – Siggraph

Posted on December 15, 2019December 15, 2019 by ajconcep

Myself and John Vanderbeck gave a talk at Siggraph 2018 titled ‘Accelerating Film Environment Creation Using Game Development Tools’. The work described here formed a large part of the presentation.

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