Tokyo Ghoul – 5 Years After

I had started out as a freelance in my previous company, and then a year later, I became a permanent staff as a CG supervisor. A CG supervisor’s responsibilities may encompass many things. Or, inversely, may encompass only a narrow field. This depends on the company’s expectations from the role and the person. As such, some write certain things on paper, but are not carried out in reality, and vice-versa.

As a technical person in a supervisory role, I naturally supervised everything I had competent skills in. This meant everything in CG post-production, whether it would be as high-level as a pipeline development, or low-level as switching out a heat sinks from defective computers. This is just my nature. I like fixing, and designing things as well. There were some things that I initially didn’t always look forward to, like production shoots, but it was my job. And in the end, I learned to like it as much as a computer geek possibly can.

Through the intervening 5 years, the role remained as broad as I was. There was no need to do less work. In Sporty Drive, I had taken more responsibilities than before, but no more than a CG supervisor of my expectations would have. This would be the only project in 5 years that I can confidently assert that gave me a sufficient level of satisfaction after its completion. But from then on, as if on the downward phase of a sine wave, it became a challenge of enduring the tedium of the advertising world.

Tokyo Ghoul was the last major project I worked on in that studio. And I mention this because it serves as an end reference point for my role as CG supervisor just before I left. We hired a new great TD, originally from Weta, and both worked — in tandem with the main studio in Japan — on some shots for Ghoul. Our major task was rigging, though we also did some animation, too. Although I had been usually the one to work on rigging in the past, the studio execs and producer wanted to leverage our new TD’s expertise and occupational history to impress our Japanese counterparts, so all of the rigging work was assigned to him.

I was left to become a visual effects producer of sorts. I helped write the final visual effects breakdown; since our work was technical in nature, I wrote documentation and emails explaining the technical concepts to a non-technical Japanese translator: what problems we were having, the details of what we need, what the rigs are meant to do, etc. I created video tutorials for workflow suggestions (that sometimes had nothing to do with rigging, but simply a knowledge exchange between CG artists), and for explaining the rigs we were delivering. It echoed my Lifeway CG teaching days.

(I also did some animation: when we couldn’t afford to get animators in, I took over and animated a few shots in the end.)

You can say that my role was largely educational and social. It was challenging and it was important as well. I’m aware of that, and I’m fine with it. But this isn’t the sort of thing that I’d been wishing for. In fact, this was certainly a step in the wrong way, and a step that I had been forced to make gradually over the years.

The execs do not have any sense (tactically or strategically) for technicalities of CG production, so they habitually nod their heads in feigned consonance whenever I relate anything related to technology or software. Thus it becomes a difficult proposition to build anything of substance in an environment where pipeline is only just a word bandied about creative directors who want to sound cool among production people. It’s not real enough for execs; it’s not as real as clients’ whims, it’s not as real as the debates of the philosophy of creativity that I used to hear in our open-space office, it’s not even as real as promised money.

I am not exaggerating when I say that though I had been coding the studio’s pipeline for 5 years, the execs have assumed that I don’t actually code, and perhaps they think I just download plugins and scripts. Anyone who truly knows my development work will probably laugh at that bit of irony. And I’m laughing a bit, too. (Of course, never mind the 10 odd years prior of doing code; to some that’s ancient history.)

Perhaps they lacked confidence in my professional pedigree, or they didn’t know enough to understand any other aspiration apart from theirs. Perhaps, perhaps. Either way, I saw the trajectory of where I’d end up, and if I wouldn’t be out of a job due to redundancy, I would have been out of my mind in boredom.

So, in the end, when an opportunity presented itself to do a bit of original coding related to Iray, Janus, and LightWave, I took on a contract, despite its short term.

I think there’s a point when many factors for quitting converge. But some seem so charged with emphatic resonance that you’d think that was the primary reason for changing your job (or your life). People might say they hated working with so-and-so, or got paid peanuts, or felt no respect from others, or the workplace was stressful. But all of them helped to make it worse, until at one point, not any one of those factors is going to be enough to make it better. When the bad stuff accumulates, it hardens after a time. Then, even if they worked on getting new tables, lamps, decors, heaters, hardware, software, or whatever to make it seem that they’re addressing issues, everything wrong has accumulated to the point none of it matters. Because none of them, by themselves, matter anyway. As one the execs — an example of irony if I ever saw one — used to pontificate: the whole is greater than the sum of its parts. And so truly, it is: when the parts are faulty, the whole is more faulty than the parts.

Never forget.

 

Kerry Logistics’ Video Wall

This project is not classified as a commercial. It was meant to be privately displayed inside the company’s (Kerry Logistics) reception area. It’s a couple of metres high, six times across. Pretty big, if you ask me, though I’m sure there’s always some guy who can pee higher. There always is.

Anyway, that’s the reason that I can’t show, at least in its final form, what it was. But I do have pictures — pretty pictures — of the stuff that I got to contribute.

Mocap data, to geo in Maya, then LW for point rendering.
LW nodal displacements with the help of Denis Pontonnier’s tools.

Particles made easy by LW’s nodal displacement fancy-footwork.
Additive particle morphing in LW using nodal displacements.
RealFlow HYBRIDO sim. LW for instance rendering.

Mass transformations using Denis Pontonnier’s toolkit and LW instancing.
Nixed scene. LW displacements, scene and render.
Motion graphic shenanigans in LW using 2-point polygons and instancing.

The keyword in this project was ‘repetition’. Now, a guy in the studio kept using the word ‘iterative process’. But no: this wasn’t iteration. Iteration means:

…repetition of a mathematical or computational procedure applied to the result of a previous application, typically as a means of obtaining successively closer approximations to the solution of a problem.

The operative phrase is ‘successively closer approximations to the solution of a problem’. If it were actually the case that in the so-called creative industry that iteration existed, of which my experiential opinion says is more of anomaly than a rule, it would follow that some end goal could be discerned at the beginning. This was not the case here. It began with an idea, then killed, to reincarnate into a new form, killed again, rose from the ashes, ad nauseum. Indeed, nausea is actually a good word for it. Isn’t just better just say repetition to be truthful? Instead, we are encouraged to think it’s iterative, so as to regard each ‘iteration’ not the pointless exercise it actually was.

Here, I also encountered the novel concept of ‘not second-guessing’ the client. What this actually meant was that ‘the client doesn’t know what they want, but we do.’ Basically, a Jedi mind trick. The hilarity of it all is that we’re not Jedi. No indeedy. Hence, the bulk of the setbacks were clients totally rejecting the concept and, despite the studio’s assumptive airs, we took it by the balls — what choice did we really have? They were the ones with the money — and re-did it again and again and again. Joke’s on us. Actually, joke’s on me, because I was at the bottom of that food chain. As I say, things like money/wealth may be too dense to trickle down. But work, overtime, and frustration, those things don’t sit at the top for too long.

At the of the day the repetition stopped. Where we got to is for Kerry Logisitics employees and guests to see. Where we had came from is, as they say, history.

 

Commercial: China Southern Air

china_southern_air_thumb_1
Click to play video.

I worked on this with Dominic Taylor who had set up the comps, cameras, and worked with the clients on the direction. I mainly did the flipboard effect.

This was quite a challenging and difficult effect to do in Maya. The main driver of the rotations was expressions; the expression were taking their values from samples from textures, which were generated from AE. The main difficulty lay in the fact that it was slow, and it needed to be baked out before it could be sent to the farm because setAttr was the mandatory method of applying the motions.

The flipboard effect was not only flipping from image A to image B; in fact, it goes through a series of photographs before it resolves into the final, and designing the mechanics of the scene took some tries before getting right.

In retrospect, LW’s nodal displacement in conjunction with Denis Pontonnier’s Part Move nodes is a superior method. Where it took me about week to get all the shots set up in Maya, I think I would have done the same in LW for less than half the time.

 

Commercial: NSW Communities (Cogs)

Click to play video.
Click to watch video.

This was done a relative quick job for the New South Wales government. They had, in fact, recently come back to us for a ‘phase 2’ ad along the same lines, only the deadline was a bit shorter.

The ad was in two parts: the cogs and the town hall scene. I’ll just talk about the cogs scene because that was the only part I was involved in.

I was asked to create the cogs that formed the NSW state lines. We bought a few gears off Turbosquid to get started, but other bits and pieces had to be modelled along the way. I had first set up the layout of the gears, and rigged sections of them to follow different controllers. Then individual gear component combinations were rigged, and then placed into the main scene.

The rendering was also done in LightWave, but the final look was supposed to be hand-drawn. This process was in 3 parts.

The base render was from LW, which was a clean, multi-toned render. LW enables me to colour individual gears/items based on the fact that they are instanced or separated, and I used this to quickly shade variations of the colour theme. I like the fact that I can get lots of shading control across whatever shader channel (eg diffuse, specularity) that I’m using.

After the base render, Richard post-processed that in AE using his own concoction of adjustment layers and textures.

And for the third step, Richard‘s AE renders were passed on to Alexandre Belbari and Thomas Buiron, who gave it the more sketchy, organic look.

When it came back to us, Richard add further effects such as the smoke and particles.

 

Commercial: Massey University (A Perfect Example)

Like the name, this commercial is a near-perfect example of this work thread: minor work that tempts itself to be cast aside for being inconsequential. And yet, added together, everything is given its proper recognition.

I contributed to the library scene in this commercial. The car driving through the library is obviously real (is it? :) ), but the greenscreened car would not have appropriate reflections of the environment. So, I went to the shoot to take HDR spherical panos of the library, where the car was supposed to drive through.

Back in the studio, we were given the car’s (dodgy) CAD data, which I repaired extensively. Using other reference photos of the library, including the footage, I recreated the library to cast proper reflections on the cg car. I matchmoved the footage, and further hand-tracked it for pixel-accuracy, rendered the reflection pass. Leoni comped the final shot.

Commercial: Spark Digital

spark_digital_thumb_2
(Click to watch video)

This was a crazy one, though a bit hard to explain how. If you find that above commercial is somewhat stylistically schizophrenic, then that goes some way in not having to explain a whole lot more. Like many of the works I do, it’s hard to claim substantial ownership, hence the sometimes-lengthy commentary.

I contributed a few sequences to this ad: the hacker-chess-armour-snow globe sequence that starts with Julian Stokoe‘s illustration of the hacker with a computer I put in there. I also did the pinball animation sequence before that.

Another good reason to break down some of my works is that I, myself, take my own work for granted. Before I reviewed the clip, I recalled that the pinball animation was my only contribution. Sure, this reflects the hectic day-to-day work, and my pathetic memory, but it underlines the need to give credit where it is due; less about outward or social recognition, but a true appreciation of what tends to be forgotten or ignored, even by me.

 

Commercial: Jalna

jalna_thumb_1
(Click to watch video)

The cg aspect to this — falling blueberries on yoghurt in a pot — was another solo job for me. The final comp was a Flame job, though I always try to get 3d renders as close to the actual colours as possible.

There was no pre-production for me as this was just given to me all of a sudden; I would have liked to have gotten lighting information in the set and reference plates. Basically, what we had — not a whole lot — was all that I could work on. Thankfully, there was a close-up shot of the pot as part of the edit, which I used as projected texture back to my cg pot model. This allowed me to get graded colours directly onto the 3d render.

The viscous yoghurt fluid sim was done in Realflow, and rendered in V-Ray because the sub-surface shading there was very easy to get. But the rest of the elements were rendered in LightWave where I could get the most control over how colours were being rendered. This was important because I had also taken a piece of reference footage which showed how the pot looked like under a lighting condition similar to that of the cut. LightWave’s nodal shading system made it easier for me to control the shading of local areas.

 

Commercial: Paper Plus

Ah. Paper. Lots of paper. I helped contribute some scenes in this ad when I worked as a freelancer. This was a mixed bag, indeed. Rendered in Maxwell Render, some scenes were in LightWave, and some were in Maya. As a freelancer, I worked as a TD, too, and I helped troubleshoot Maya and LW scenes together. I ran cloth sims in LW, and helped render using Maxwell, though I hadn’t used it before.

I missed the days of working as a freelancer, when I knew that the lifespan of any trouble would only last for the duration of the job’s schedule.

Commercial: Mother Earth “Snacks”

I rarely get solo projects, and when I do, it’s often some retail job that either involve the simplest form of motion graphics that a 10-year old could do, or some CG-ish product shot that covers the same old ground that I’ve been treading on for 13 years now.

Well, although, this ad is of the second form (CG-ish product), the fact that it is a solo project is something that always fills me with delight, as I feel freest when I work alone as I move into the pace that suits me best.

For a product ad, for what it is, I think the ad is visually ok. Obviously, it breaks no barriers, but I had fun doing it. I learned a bit more about LightWave’s instancing, added some features and fixed bugs in Janus; it was relaxing to do something on my own, based on my own tastes.