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Contenido proporcionado por Jamie Benning. Todo el contenido del podcast, incluidos episodios, gráficos y descripciones de podcast, lo carga y proporciona directamente Jamie Benning o su socio de plataforma de podcast. Si cree que alguien está utilizando su trabajo protegido por derechos de autor sin su permiso, puede seguir el proceso descrito aquí https://es.player.fm/legal.
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110 - Andrew Whitehurst - VFX Supervisor - Ex Machina, Indiana Jones

1:21:51
 
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Manage episode 439139342 series 2754476
Contenido proporcionado por Jamie Benning. Todo el contenido del podcast, incluidos episodios, gráficos y descripciones de podcast, lo carga y proporciona directamente Jamie Benning o su socio de plataforma de podcast. Si cree que alguien está utilizando su trabajo protegido por derechos de autor sin su permiso, puede seguir el proceso descrito aquí https://es.player.fm/legal.
Today’s conversation is one I’ve had in the bag for a couple of months now . I had the absolute pleasure of sitting down with Andrew Whitehurst.
Andrew’s journey into the visual effects industry is one that really resonates with me, especially when he talks about his childhood fascination with movie magic and a certain BBC documentary. Yes, THAT one! Like many of us, it all started with a spark of curiosity. He pursued that passion at art college and gained experience in various roles, which eventually led him to become a visual effects artist. His early work on projects like Tomb Raider 2 and Troy paved the way for his role as VFX supervisor on Ex Machina, ultimately winning him an academy award.
In our conversation, I got to dive deep into Andrew’s experience working on films like Ex Machina and Indiana Jones and the Dial of Destiny. We talked about the challenges of creating realistic CGI characters and the meticulous attention to detail that’s required for modern audiences. Andrew shares that belief in the value of using traditional tools like pencil and paper in the design process, and on the importance of looking beyond the screen to other forms of art for inspiration.
Through our discussion, Andrew provided some great insights into the decision-making process for visual effects and how to strike that delicate balance between realism and audience expectations.
Key points:
  • A love for movies and a fascination with visual effects can lead to a career in the industry.
  • Art college and self-learning are valuable for developing skills in animation and 3D software.
  • Opportunities may arise in unexpected ways, such as working as a runner or doing graphic design for DVD menus.
  • Being open to new roles and challenges can lead to career progression and working with renowned directors.
  • Enjoying the process and having a good working relationship with colleagues are key to success in the industry. Ex Machina was a highly ambitious film with a tight shooting schedule and minimal pre-visualization and concept work.
  • The design process for Ava focused on creating visual effects that could be executed like a regular piece of drama.
  • The decision to use CG for Ava's head was made during the editing process, allowing for more creative control and a stronger visual impact.
  • The design of Ava was influenced by a variety of sources, including racing car suspension, modernist sculpture, and human anatomy.
  • The use of pencil and paper in the design process is a valuable tool for exploring ideas and understanding visual concepts. Taking the time to manually create something allows for thinking and feeling, which can lead to better results and creative collaboration.
  • Observing the world and engaging with different forms of art can enhance creativity and provide inspiration for visual effects.
  • Recreating a young version of a character like Indiana Jones requires a combination of techniques, including face swapping and machine learning.
  • The use of high-resolution scans and archival material can help ensure accuracy and detail in visual effects.
  • Closure on a project is important for maintaining mental health and allows for focusing on new challenges.

All the links
  continue reading

117 episodios

Artwork
iconCompartir
 
Manage episode 439139342 series 2754476
Contenido proporcionado por Jamie Benning. Todo el contenido del podcast, incluidos episodios, gráficos y descripciones de podcast, lo carga y proporciona directamente Jamie Benning o su socio de plataforma de podcast. Si cree que alguien está utilizando su trabajo protegido por derechos de autor sin su permiso, puede seguir el proceso descrito aquí https://es.player.fm/legal.
Today’s conversation is one I’ve had in the bag for a couple of months now . I had the absolute pleasure of sitting down with Andrew Whitehurst.
Andrew’s journey into the visual effects industry is one that really resonates with me, especially when he talks about his childhood fascination with movie magic and a certain BBC documentary. Yes, THAT one! Like many of us, it all started with a spark of curiosity. He pursued that passion at art college and gained experience in various roles, which eventually led him to become a visual effects artist. His early work on projects like Tomb Raider 2 and Troy paved the way for his role as VFX supervisor on Ex Machina, ultimately winning him an academy award.
In our conversation, I got to dive deep into Andrew’s experience working on films like Ex Machina and Indiana Jones and the Dial of Destiny. We talked about the challenges of creating realistic CGI characters and the meticulous attention to detail that’s required for modern audiences. Andrew shares that belief in the value of using traditional tools like pencil and paper in the design process, and on the importance of looking beyond the screen to other forms of art for inspiration.
Through our discussion, Andrew provided some great insights into the decision-making process for visual effects and how to strike that delicate balance between realism and audience expectations.
Key points:
  • A love for movies and a fascination with visual effects can lead to a career in the industry.
  • Art college and self-learning are valuable for developing skills in animation and 3D software.
  • Opportunities may arise in unexpected ways, such as working as a runner or doing graphic design for DVD menus.
  • Being open to new roles and challenges can lead to career progression and working with renowned directors.
  • Enjoying the process and having a good working relationship with colleagues are key to success in the industry. Ex Machina was a highly ambitious film with a tight shooting schedule and minimal pre-visualization and concept work.
  • The design process for Ava focused on creating visual effects that could be executed like a regular piece of drama.
  • The decision to use CG for Ava's head was made during the editing process, allowing for more creative control and a stronger visual impact.
  • The design of Ava was influenced by a variety of sources, including racing car suspension, modernist sculpture, and human anatomy.
  • The use of pencil and paper in the design process is a valuable tool for exploring ideas and understanding visual concepts. Taking the time to manually create something allows for thinking and feeling, which can lead to better results and creative collaboration.
  • Observing the world and engaging with different forms of art can enhance creativity and provide inspiration for visual effects.
  • Recreating a young version of a character like Indiana Jones requires a combination of techniques, including face swapping and machine learning.
  • The use of high-resolution scans and archival material can help ensure accuracy and detail in visual effects.
  • Closure on a project is important for maintaining mental health and allows for focusing on new challenges.

All the links
  continue reading

117 episodios

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