Read Issue 22 : Applying the New to the Old – Modern Visual Effects Restoring Original Classics

I was privileged to attend the Star Trek : Destination London convention last weekend, which was remarkable in that all five captains of the franchise attended this one event. As you can imagine it was a large scale convention, held at the London Expo centre and it was a very busy, entertaining and informative day!

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54 Pages of Insightful Interviews and Fresh Inspirational Artwork

BRYCE ● VUE ● TERRAGEN ● POSER ● MOJOWORLD ● CARRARA ● DAZ STUDIO ● CINEMA 4D ● 3DS MAX ● BLENDER ● LIGHTWAVE

Of particular interest to me was that some of the production staff were present, including Ronald D Moore who was a co-executive producer of Star Trek: Deeps Space Nine (DS9) and the Executive producer of the rebooted Battlestar Galactica series (BSG). It was rare access to a high powered producer of two critically acclaimed shows, so I grabbed the microphone during his talk and posed him the following question, which was suggested to me by Jens Reinhart (interviewed in issue 21):-

“If you had the capability of today’s Computer Graphics providing the visual effects for past series such as Deep Space Nine, how would you have done things differently on the show?”

I added the example that the visual effects for the Galactica space scenes were much more natural than those used in the Star Trek franchise. The latter used “beauty” shots making use of slow, smooth pans to show off the ship models whether real or virtual. The Battlestar visual effects redefined the viewer’s experience of taking in space scenes, especially in a pitched battle scene. When watching such scenes it felt quite jarring and real as the camera shook and rolled- as if the cameraman was desperately trying to focus on the action, which was taking place too quickly to capture properly.
Co-incidentally Ronald had discussed the same question with Ira Steven Behr, the exec. producer of DS9 on the day before…..

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 Editorial: Applying the New to the Old

Modern Visual Effects Restoring Original Classics

Interview : Erich Mestriner
“This image pushed me and Bryce to the max. It is hard to create a true space scene, due to the fact there is almost no natural light in space, only if you are close to a star. So it’s a real challenge to make a scene look realistic with only one light source. ”

Interview : Clint Hawkins
“We have the philosophy that we are here to work for the artist and content developers. We maintain that YURdigital is by Artists, for Artists and from Artists, so we understand the artists and content developers on a personal level”

Interview : Deedee Davies
“I can easily go through like 90 to 100 renders on any one picture just getting the lighting right.”

Interview : Danny Gordon
“My lighting skills developed from doing Production lighting in my early 20’s in Los Angeles. I loved the control I had over a set or a backdrop’s appearance and mood with the use of simple conventional lighting techniques such as different color gels, varying can sizes, strengths, angles and of course a good old fashion fog machine.”


3D Art Direct Issue 22

3D Art Direct: 3D Art Direct Issue 22

54 Pages of Insightful Interviews and Fresh Inspirational Sci-Fi and Fantasy Digital Artwork BRYCE ● VUE ● TERRAGEN ● POSER ● MOJOWORLD ● CARRARA ● DAZ STUDIO ● CINEMA 4D ● 3DS MAX ● BLENDER ● LIGHTWAVE

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