Seeing these shots still sends shivers down my spine.” Michael Cox.īefore they could start, the first challenge facing the team at Weta Digital was to find a paint tool capable of handling the scale, detail and sheer volume of work needed to create James Cameron’s vision of Pandora. Realizing these epic shots was an incredibly difficult, but rewarding experience that required 25 talented artists to bring it to life. “As a sequence, nothing comes close to the floating mountains. Then there were the plants: 483 Hero Plant assets were built, but with geometry modifications and different textures that translated into 3,000 possible variations to use. For the Banshees there was only one hero geometry built, but there are 26 texture variants. ![]() Using texture variations, the team was able to create 68 unique creatures from 23 hero models. Textures played a critical role in creating a rich and varied set of assets. Lead Texture Artists David Abbott and Michael Cox describe some of the challenges that faced them: “Painting objects which were essentially sets that would be seen from very close up at multiple angles, in a variety of positions, and even interacting with the characters required a lot of high resolution texture maps and geometry.” David Abbott. At full tilt, the project required 900 people with up to 54 artists painting the 2.5 million textures required for the models. The lead visual effects company was Weta Digital in Wellington, New Zealand whose shot count totaled 1812. ![]() For many the most memorable sequences are those based in the incredible jungles of Pandora amongst the Na’vi and their settlement: the amazing Hometree. ![]() Both had to remain convincing at a distance and in close-up.
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