Chatty Hollywood

Chapter 191: He came from hell

Now that the plan had been discussed with Rui Fan Phoenix, Charlotte began to prepare.

The first thing, naturally, is to confirm the shape of the headless horseman again

He came from hell,

Holding fear,

Nightmare under the seat,

Death followed.

This is the conceptual description of the headless horseman given by the director.

Quite poetic, but if the makeup team is to rely on these few words to determine the look of the headless horseman, it would be cheating.

According to the process of general Hollywood commercial movies, the process involved in the design of this important monster is actually quite complicated.

First of all, the director or producer must combine the script to give a basic concept;

If the director himself has enough drawing skills, he can directly give a basic concept map, that is, a sketch;

After that, professional artists will intervene to expand the concept map into a line draft, and then refine and fill the line draft to form the final original painting;

This process often has repetitions, because from the producer to the director and screenwriter, many people will review from multiple angles, and it is very normal to overthrow it and start over.

And even if the original painting is completely determined, it will not immediately enter the stage of realization.

Painters also need to give the image a variety of different angles and postures based on the original painting, as a reference picture for production.

To a certain extent, this process is basically consistent with the 3d character image production process in the game industry.

However, the difference between the two industries will become apparent in the later part of the realization.

First, unlike the gaming industry, which is limited by cost and mostly relies on computers to draw images, the film industry with strong financial resources tends to adopt motion capture technology.

The former is very dependent on the level of 3d skeleton construction and movement adjustment of the production staff, especially the production staff's imagination.

Although the latter's technical difficulty is not low, it can be adjusted based on the captured real action, which is much more targeted.

Of course, there are also some film crews that have no money, and can't afford the money-burning motion capture technology. But don’t forget, there is another profession in the film industry, called a makeup artist!

Can't afford to play with high-level motion capture, we can also directly make real actors into monsters!

At this point, the game industry is completely incomparable.

After all, unlike a movie that can be used after taking a picture, the 3D characters used in the game must be placed on the computer and called at any time according to the player's game progress.

The needs of the two are fundamentally different.

And this is not the monster shape of the two industries, but the fundamental reason for the difference between the two industries.

Especially in terms of pure 3d monster modeling.

You know, after the 3d model is made, it needs to be mapped to it to achieve the shape in the original painting.

Without these materials called skins or textures, 3D models are nothing more than three-dimensional honeycombs composed of small grids.

And every time a detailed picture is posted, it can be considered that there is a face in the corresponding position.

The more faces a 3d model has, the higher its fineness.

This is the same as the circle cutting method used when calculating the pi.

The more polygon sides that are cut out, the more it approaches a circle.

At this time, the 3D models of the game industry and the movie industry are basically the same.

But as soon as you consider the broadcasting medium, the problem arises

There are many carriers for electronic games, but whether it is a mobile phone, a computer or a dedicated game console, the performance is limited considering the cost.

This also means that the number of faces that can support the model is limited.

If it is a single model, you can still use tens of thousands or even hundreds of thousands of facets, but considering that in the game, there are often a large number of models and other particle effects on the same screen, and the face number will drop by one digit directly. Thousands or even hundreds.

This is a helpless hardware problem.

If you want to force it, no matter how good or how characteristic the game is, it will eventually become two "made by God"

"Graphics Crisis" and "Screen Cry".

Well, there may be "Pixel Battle".

In contrast, the 3d model in the movie is much happier

There is basically no need to consider the problem of jams caused by too many facets on the large movie screen.

It can be said that the 3D model can be used in the movie as long as the dedicated graphics workstation of the producer can support it during production.

As a result, compared with the game industry, the 3D model used in the film industry has an order of magnitude advantage in terms of face count precision.

This is the same as using hundreds of people to face an army of 100,000 people with the same level of weapons and training. Apart from being crushed, there is basically no need to imagine other endings.

********

Of course, in 1995 now, whether 3D special effects technology or motion capture technology, it is still too early to mature.

After the crew of "Guillotine Valley" finished the original design, the method to bring the ghost of the Headless Horseman into reality is still the most commonly used make-up technique in Hollywood.

only

"This is different from what I imagined!"

Seeing the headless horseman made up by the stuntman Rob Inge, Charlotte always feels dissatisfied.

"I think it's pretty good!"

It was Christopher Walken who was speaking, that is, the true headless horseman, or the actor who had the head of the headless horseman.

Well, this is indeed a bit weird.

According to the script, the Headless Horseman has many action scenes of riding and fighting. Normal actors can't play this, so action doubles are essential.

In particular, in order to reflect the horror of the Headless Horseman during his lifetime, that is, as a Hessian mercenary, Charlotte invited Christopher Walken, who won the Oscar for Best Supporting Actor, to play this role.

The well-known Hollywood golden supporting actor has superb acting skills, even without a single line, it is estimated that he can show the terrifying aura of a headless horseman.

But the problem is

Walken was born in 1943 and is currently 52 years old.

It is really difficult for him to expect him at this age to be in the action scene himself.

Therefore, in "Driftwood", the Headless Horseman actually has three actors starring Christopher Walken and two action doubles.

Among them, Rob Inge, who is good at riding, is in charge of equestrian movements, while Repark, who knows a few Chinese kung fu and agile skills, is responsible for the battle scenes on the ground.

These two substitutes were specially selected by Old Gun according to Christopher Walken's figure.

In this case, it is normal for Walken to look at their outfits and give some advice to avoid wearing gangs.

In contrast, later generations of "Avengers" are called exaggerations.

Inside, in the action stand-in of the Black Widow played by Scarlett Johansson, there is a thin man~www.readwn.com~ There are many action scenes that show the black widow's figure in the movie. This is done by the big lady with a prosthesis tied to her **** and chest...

Of course, those are matters of later generations, and have nothing to do with the current "Driftwood Valley".

Now, Charlotte feels that the look of the Headless Horseman is not right, but it's not that she thinks she can wear it, and it's not that there are any errors in the details.

In fact, the look of this headless horseman directly borrowed the look of the headless horseman from the original world version of "Guillotine Valley".

There is no difference between the two.

"But why do you still feel that something is missing?"

The director was thinking hard.

Suddenly, his eyes lit up

"It should be so!!"

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