William Thorup

Illustrator, Motion Graphics Designer, Animator, and VFX Artist

Tag: after effects

  • Star Wars: Legacy of the Force – Fan film – Happan Ambush CG Sequence

    Star Wars: Legacy of the Force – Fan film – Happan Ambush CG Sequence

    This post has been a long time in the making. Some time around the beginning of February of 2015, we approached the James brothers ( a utah local film crew, and artists) who currently involved with a locally made Star Wars Fan film called “Star Wars: Legacy of the Force”, primarily produced by Tye Nelson and directed by Danny James. We asked if they might have something that we could work on in regards to VFX, and they had something big that needed work on.

    A quick thank you to Jacob Thorup and Bryce Thorup for letting me work on this at work, and also for providing critique. Micheal and Heather Buhler for their feedback. And finally Tye Nelson and the James brothers for allowing me to work on this project. Thank you!

    (Note, my details about what has happened in the production are very slim, I was third-party primarily, and most of my details come from conversations and emails from both the James brothers and Tye Nelson.)

    Be sure to watch the whole film at legacyoftheforcefanfilm.com

    The Proposal

    At this point in production of the fan film, everything was shot, and basic edits had been put together. This rough cut also featured a rough intro battle sequence which was strictly CG. You can see a what this looked like through this video at the 00:09 second mark, hosted on the creator’s channel. The producers and directors were not completely satisfied by this product, that was produced by another artists, other than myself. Because of this, the James Brothers offered to have me take a shot at it. I said yes.

    In case you don’t wish to spend the time to go through the rest of the article, I put together a quick video that goes through a bit of the development process, along with a break down of the final shot.

    Pre-Production

    So began a fun, frustration, enlightening, and enjoyable adventure of the most complicated CG shot I have done to date. I used Blender as my primary tool, and I eventually moved into After Effects for my final compositing.

    Based on some notes from the James Brothers I began reworking the current sequence to be something a bit more dynamic and interesting. I started off with just a small piece of artwork produced for the Star Wars official card game, and with some ideas of making it look like the fight was taking place just in upper orbit around a planet.


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    This is where the first animatic came into play. This was largely shooting from the hip, and I put a little too much effort into the background and lighting, which should have been left for later in the process. I enjoyed this idea, but it wasn’t what the producer was looking for at the end of the day. It was ultimately scrapped.

    The second animatic took to the original sequence, and basically mimics it for the most part. I decided to adjust the introduction of the Super Star Destroyer, as I thought a rising from the dark mists would feel a bit more ominous, and letting the viewer take in its vast size would help to maintain the brooding force that it is.


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    The third animatic is much more refined. If I remember correctly, I had been given source material to work with, and I had already begun creating the environment at based on that material. In essence, the environment was created by one gas giant colliding with another, creating a large mass of debris and material between the remaining two gas giants. These all orbited around a proto-star. The source materials paints a darker environment on the page. I deviated from these details to help created a vast sense of scale with the nebula, and how small all the space craft were in relation to it. This required more light, so I made the star brighter than what is described in the book.

    After the movement of the main players in the sequence was locked down, and the animation for the main space craft was finished, I set to work on the actual spacecraft themselves.

    The base models were downloaded from scifi3d.com. This site hosts donated models from a ton of different sci-fi universes, and it had everything I needed for the sequence. After getting the models, I spent a good chunk of time cleaning them up in Blender, texturing, and additional modeling, before bringing them into the final scene to replace the proxy models I used for the animatics.


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    After the models were brought in, simulations for fire/smoke and other debris were done, along with blaster fire. Then came rendering everything out for compositing.

    Each render layer was done separately. The x-wings on one layer, the tie fighters on one layer, the planets on one layer, etc… This was to accommodate any possible changes without having to render the whole scene again. The only requirement to this workflow was to make sure that the animation for the camera never changed. This allowed all the separate layers to match move with each other, and if a layer needed changes and rerender, all you needed to do was replace the frames for that single layer in the final composite.


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    I moved my scene layers over to After Effects to composite there. I was originally planning on compositing completely in Blender, but there was a possibility that I wasn’t going to be able to finish things myself. I needed to move into a program that someone else could use in case I couldn’t finish. This did help speed things up though, as I didn’t have to render motion blur out of Blender (really slow…), as I was able to replace this with a much quicker effect in After Effects called Pixel Motion Blur.


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    Due to time constraints, and because of the amount of time I had spent on the project, I wasn’t able to add specific post effects like heat distortion. But at this point it is time to move onto other things. Overall the experience was gratifying. I ran into a ton of situations I have not encountered before, and I was able to successfully navigate through them, and learn a host of new things along the way. I have gained a deeper appreciation for the work that goes into a shot like this, and I know why it takes more than one person to pull it off well.

  • Play Books & Times Square with Overstock.com

    Play Books & Times Square with Overstock.com

    Over the last few months Overstock.com has given me the opportunity to work on a few 15 second broadcast motion graphic spots/commercials for Overstock.com. These covered three separate sales that aired on national television between March and July of 2015.

    I first want to thank the branding team at Overstock.com for their help in putting this together with me. They usually have me come into their office to work, in order to speed things up. These spots are as good as they are because of their input and critique. Thanks guys!

    Mega March Markdown | 15sec broadcast commercial – Based heavily on the in-house design teams playbook, with addtional consulting from Trevor Rimmasch. Thanks Trev!

    Most of the work done on these was in After Effects, due to time constraints (all of these were put together withing 2-3 days!). I would have rather had done these in Blender, as I would have had more options available to me. Overall the experience was good working on these commercials, and the highlight was to see some of the designers faces light up when they first say their work animated in a final commercial.

    Generic Summer Sale Spot | 15sec broadcast commercial – Again, based on an in-house Play Book. The title card is one of the first photo maps I have done. Cutting out pieces of a photo and placing them within 3D space to give the illusion of parallax and depth.

    Something that made these so different from previous work I have done, is the inclusion of a “Play Book” or “Style Guide” put together by their in-house designers and artists, for their web departments. These guides are awesome in that they reduce the amount of questions needed to be answered when approaching the commercial, and debate is brought to a minimum as well. If there is a question about what something should look like, color to use, typeface, etc… no guess work, just look at the Play Book. A huge help when working as a team on something.

    Once in a Blue June Sale | 15sec broadcast commercial – There wasn’t much of a Play Book for this one, but it was still based on the designs of an in-house designer, with additional input by Aaron Syrett and Trevor Rimmasch.

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    And to top it all off, I also had to edit down the Once in a Blue June spot, and an additional Jewelry Sale Spot, for the Geoffrey Tron at Time’s Square in New York City. It is an awesome feeling knowing that some of my work is getting exposure in Time’s Square.

  • Club O Remix

    Club O Remix

    Club O, the membership/rewards program portion of Overstock.com, did a rebrand. Different colors and designs, and they asked if we would take the old version of their Club O introduction video and revise it to fit the new branding.

    At first glance, this seemed like something fairly easy to pull off, but once we began discussing more about what they wanted, what the new script entailed, and additional shots of the dog were needed, turned out to be allot more work than expected.

    It was interesting to revisit green screen keys we did over two years ago. There were quite a few things I didn’t quite understand about keying, and it is amazing that we were able to get the key as good as we did back then. Time was spent cleaning up these old keys, and also keying additional shots of the dog. This was made more difficult since they didn’t want to have any shots of the dog with the red cap. Shots without the red cap were limited, as at the time it seemed like the cap was the way to go. So, there just wasn’t a whole lot of the capless dog to chose from.

    Most of the video was composited in After Effects. The 3D percentages were originally done in After Effects, but because of file path issues with Elements 3D working between a Windows and Mac machine, I ended up doing the percentages in Blender. Another portion done in Blender were the shipping boxes. This was a last minute addition suggested by Trevor Rimmasch. The boxes help fill and anchor some of the shots, as well as create a consistent visual thread throughout the video.

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    Some of the issues when approaching an older project and “re branding” it that the foundation of the original is based off of key components. Such as music, colors, and script. The original expectation when I was asked to do this was that there was going to be some timing adjustments, along with some color changes. As we dug into it though, because some of the key components changed, it was almost more economical to start from scratch. The end product could have been rethought and something better could have been produced, and it felt like some of the elements were just bandages to keep the video together (the shipping boxes).

    As it stands, it is a good video, and certainly nothing that I am ashamed of. But the lesson learned was when you change key components of a production, like color, music, and script, exception to make major changes throughout.