trevanian
Rear Admiral
Shaw said:
Remember that a lot of what I've said is in direct regards to the economic argument that you made earlier. And that I am absolutely not in the all-CG-all-the-time camp, I firmly believe that when artist have all of these tools at their disposal that excellent work can be done within reasonable time and budgetary constraints.
Further, I am a story first, effects second type of film goer. I saw Kong because I was curious, I bought Kong because the story was worth seeing more than once for me. What role did effects play in that? Well, for me this was the first time that the character of Kong was presented in a way that carried his part in the movie. And that was a direct result of the effects work. From a critical viewing of the film, yes, there were a number of scenes that seemed to be effects for effects sake and didn't add to the story... I would have cut nearly 10 minutes of effects laden shots if I were editing (and I generally fast forward through them now anyways).
As for why they presented what they did in the trailer... quite simple, the trailer was made and released long before the movie was finished. They could have waited until the movie was done, but that would have meant that the trailer would have been out only a few weeks before the release of the film (I'm sure that you can understand why they didn't do that).trevanian said:
So I'm supposed to make my moviegoing choices based on animatics or temp shots? If the stuff they showed in tv ads for KONG wasn't actual final shots (and I cannot imagine why they would not be), what business do they have doing that kind of false advertising, especially given that you're not putting your best foot forward?
I am not arguing that you must see this movie, just pointing out why I happen to really like it.
The constraints I was under was that I was doing all this in my free time while working projects that I actually got paid for. Granted a majority of what I do for a living is consulting and any type of research that adds to my knowledge (and depth) for advising clients can always be considered a work related investment of my time... but I wasn't directly paid for that time and had to squeeze it in where I could.I'm quite impressed by your accomplishments in so little time (kinda makes me wish I'd stayed partners with a guy who wanted to go in with me on buying an Amiga and the Toaster to do low-end stuff back in 93 or 94), but I assume this work was not done in the timecrunch turnaround of commercial production (which I HAVE to assume is part of the reason for low-end results from high-end companies.) I seem to remember that a lot of houses that were all digital (and this was between 95 and 2002 or so, so it is still a few years out of date) had daily requirements of at least 2 shots per animator, REGARDLESS of complexity, so that would mean seaQuest quality at best for a lot of the stuff out there.
But yeah, it does provide some flavor of what could have been done back in the early 90s... the software I used was from 1994, and a number of platforms (Apple, Amiga, NeXT and Be to name a few) were starting to make this type of stuff available to mere mortals. But back in 1994 I was far more interested in visualization of mathematics (and we used Apple, NeXT, SGI and Sun for our work) than photo-realistic effects. So other than seeing what was showing up in the movies, I wasn't paying that much attention to other applications of this type of stuff back then. And in all actuality I was in possession of software I used for a majority of what I did since 1998... but had never attempted to use it before last December.
From my perspective, seaQuest is an example of the same type of shortcomings that the early web faced... that is, the people who were technically able to do the work didn't necessarily have an eye for the work. It wasn't until people with an eye for detail started entering the field that CG effects started feeling photo-realistic. And even today I wouldn't go so far as to say that everyone who is technically able to do CG work has the artistic talent to produce quality CG work.
And as I pointed out earlier, I believe in keeping all options open. I have never believed in a one-size-fits-all approach to any solution, and love all aspects of the effects trade craft.You're clearly well-informed and smart, so again I'd say look at my posts and the fact that I don't say only use one methodology over the other, just to use what works best for a particular shot. And my view is that a hero miniature, well-photographed, would be the best way to put over any new/old Enterprise in beauty views, though it is a foregone conclusion that they'd use CG for wide views and dynamic spin/flip stuff.
Then I don't think we've got a lot of unresolved issues here. Though I would like to know your opinion of the SOLARIS cg ship stuff by Cinesite (at 4K I think), which I thought was absolutely wonderful.
The one thing about KONG I still wonder about is the TV ads, which should have been done much later than the trailer. I mean, trek teaser ads have shots from other movies, but usually the stuff in ads when the movie is actually out is from the movie. Wouldn't it have to be to avoid lawsuits of misrepresentation?