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I Prove Hollywood Effects Aren't BAD, They're RUSHED

3.7M views · Aug 11, 2024 · Entertainment

Comments · 5.6K

  • @CorridorCrew · 2 years ago · pinned

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  • @OrangeHand · 2 years ago

    VFX artists are being overworked and underpaid, yet studios will pay Robert Downey Jr nine figures to play Doctor Doom. Crazy.

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  • @wakafeek · 2 years ago

    &quot;You know what I just realized, there&apos;s no driver in the window... We&apos;ll worry about it later.&quot;<br>He just &quot;we&apos;ll fix it in post&quot;-ed himself lol

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  • @metashrew · 2 years ago

    The 5 hour shot actually has so much charm, since you had to make creative decisions that you wouldn&apos;t make otherwise.

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  • @AM-pq1rq · 1 year ago (edited)

    <a href="https://www.youtube.com/watch?v=w3VTvobIsAk&amp;t=1186">19:46</a> &quot;to see how this kind of crunch is impacting artists...&quot;<br>* shows young dude with gray hair

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  • @vfxwithjordan · 2 years ago

    In a perfect world I probably should have used my miniature jeep, and built off of that with CG for the third example, but wanted to do something unique for each approach. I’m honestly still shocked how well that miniature jeep turned out haha <br><br>I’ve said it myself many times that the combination of practical and VFX is the strongest use of the art, so that’s my bad- but I hope it doesn’t detract from the larger message of the video :) love ya’ll!

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  • @Light_Leak · 2 years ago

    <a href="https://www.youtube.com/watch?v=w3VTvobIsAk&amp;t=390">6:30</a> I&apos;m crying. That is perfect. I want a full length feature with 5 min effects. <br><br>&quot;I haven&apos;t seen this in motion. I don&apos;t even know what I did.&quot; should be the mantra for the film.

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  • @guksack · 2 years ago

    Not to discredit the awesome third attempt, but the second really had something special in there! Would love to see you guys do some model car stunts with modern comping.

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  • @StoryGuyXavier · 1 year ago

    Industry guy here, hoping I can provide an observation I haven&apos;t seen in the comments here! I&apos;m an animator and director, and I&apos;ve also taught pipeline development for many years.<br><br>The third shot proves that it is more difficult and time consuming to create a shot that sells itself entirely from scratch. The curve goes exponentially up. <br><br>There are plenty of comments such as &quot;the third one proves if you have too much time, the quality goes back down!&quot;. I think this misses the point, and shows how easy it is to think like the &quot;big wigs&quot;. In fact, showing one success sometimes sets up unrealistic expectations for future work. <br><br>The 5 hour shot used techniques that required less time. I would argue that the 5 day shot needed even more time to achieve the shot, because it was using a more expensive workflow. A workflow that is standard with many VFX asks!<br><br>While this shot may have been able to be solved most economically with the practical/cgi hybrid, I hope the deeper message isn&apos;t lost. <br><br>Traditionally, we would take time in preproduction to figure out the best way to tackle the shot, figure out the beats we want to hit, have a vision for what the style and tone of the shot is going to be like (whether we want blood or not, how comical, how real, etc..)but we&apos;re not always given that opportunity. And oftentimes we are working with a Director who hasn&apos;t given us a vision (a sad truth.)<br><br>A lot of the time work has to be done from scratch, virtually, and that takes far more work and experience and time. The third shot was tackling a challenge greater than 5 days had time for. <br><br>This was an incredible amount of work to be done in 5 days!<br><br>I think what folks are commenting on is the notion that 5 days of polish on the second shot would have made a clearer example of how time spent makes things better. But I think what was illustrated here in the video was even more fascinating -- the expectation of how difficult it is to accomplish a VFX shot completely in 3D is something we often misunderstand. <br><br>Because we interact with a physical world that gives us instant feedback, when we see VFX, we subconsciously expect it to be the same. And why wouldn&apos;t we? It&apos;s informed from what we know. <br><br>But an expression I can do on my face in 2 seconds can take me days to pose, polish, review, reiterate, repeat, when making it from scratch.<br><br>My old supervisors and directors would always underestimate how much time it&apos;d take us to give them renders, and even now when I work with realtime Cinematics, rendering out work for review is still obnoxiously time sucking. And in a collaborative production, a shot may even be split up between experts.<br><br>A shot like this could honestly take a team of 4 or so folks several weeks. It would be shown at intermittent stages, offering time for feedback and correction before going too far down the pipe. So, for one person to tackle this in a week is very impressive!<br><br>Also, notice how the tools changed with each version. 5 min was Comp only. 5 hours had some practical setup time and then comp, with a little bit of render work. The final one was mostly render work. <br><br>Each tool or method has a different degree of time cost and flexibility for me as a Director. If I gave Jordan feedback on the practical effect version, he&apos;d most likely have to reshoot the entire thing. Whereas feedback on the other shot, I can request changes to the jeep animation and see those. There will have to be sim work done again, which is an example of why we do this in stages.<br><br>So, while practical may have done great for something at that level, depending on the production workflow, that may not be ideal. At the end of the day, there are more considerations than simply &quot;what can we do that looks the best, is the quickest, and the cheapest.&quot; Once a director and the idea of iteration enters the scene, we have to contemplate the impact of revision requests.<br><br>Anyways, I thought this video was brilliantly done, and I&apos;ll echo the sentiment that I don&apos;t believe I&apos;ve seen this industry problem as well illustrated as you&apos;ve presented it here. Bravo! It brought up both good and painful memories, and we&apos;ll leave it at that, haha!<br><br>Hopefully I&apos;ve been able to offer a new perspective on the subject, thanks for reading!

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  • @Letsynthesize · 2 years ago

    The second one car acted so much more natural to me. If you combined the car from the second one and the wall crush from the third one, it would make the best final resul imo.

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  • @NoTheRobot · 2 years ago

    Thank you so much for having me on!! It was an absolutely pleasure to chat with you guys. I really appreciate you using your platform to highlight these issues in the VFX industry (which also plague the animation industry too), and I’m glad they’re finally being discussed more openly😁✌️

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  • @glennmorganfan9411 · 2 years ago

    This reminds me of a quote from one of the Monty Python cast about when they were doing Holy Grail.<br><br>&quot;If we had had enough money, we would have been mediocre......but because we didn&apos;t have any money, we had to be creative&quot;.

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