Halo: Bringing The Game To Life
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- Опубликовано: 28 сен 2024
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Whether you thoroughly enjoyed Halo or absolutely hated it,
You have to admit that the visual effects were pretty impressive, and here is how they did it. MPC was mainly focused on character/creature work. Some of the sequences they worked on were the Madrigal battle, The Lekgolo swarm attack, and the Eridanus battle, MPC was also responsible for every Prophet shot throughout the show.
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For the Elites they had to develop a range of unique skin colors and patterning types.
They settled on a core of 5 base looks that could be altered to give variety if needed through hue shifts, stripe choices, and decal additions of scars, scorch marks, dirt, and blood.
The Elites, Jackals, and Grunts were represented on set by a variety of different stunt actors in mo-cap suits and some others on stilts. This was mainly to give the actors something to interact with and to get the approximate height, eyelines, and framing correct.
For the Elite, they mainly used keyframe animation because, even though the stunt actors on stilts did indeed wear Mo-Cap suits, their movement was too difficult and unstable to be able to get any usable actions for reference.
Unfortunately, there isn't really a way to simulate a Lekgolo swarm on set, However, they did string soldiers up on wire rigs in order to get some relatable action involved.
The swarms were procedurally driven, able to flow across surfaces and track towards targets, push through openings, and around obstacles.
Animators were able to use low-res proxy tentacles to block out the shape and timing that would later be flooded with procedural worms.
For hero and specifically directed movements, individual worms were keyframe animated.
For the Prophet shots, they had full-scale thrones on a hydraulic base.
They made puppet versions of the characters and an operator from behind the throne controlled them.
No animatronics were used on the faces, because the heads were going to be replaced in post.
They took their initial acting queue from the puppet versions in the plates and from facial witness cameras of the voice actors performing their lines. but then they gave the moves more purpose regarding the dialogue and eyelines in order to add depth to the overall character they were trying to create.
The Prophets had these long monologues in an alien language that had to have a convincing facial performance and hold up to scrutiny close up and in 4K.
It’s not an easy task to make a CG character speak in a foreign language with visible sentiment and look truly conscious and believable.
Pixomondo used real-world photography and designs from the games and the art department as reference material for the Reach City environment. The impressive cityscape started with a pre-built scale model base for the buildings that they could adjust and augment as needed.
Scale, was the key to this approach because by designing the assets within the city to scale, from the city blocks all the way down to cars on the roads and boats in the water, it was possible to move the camera from super wide shots down to tight looks at specific areas.
Components could then be swapped from background to hero resolution based on the camera proximity.
The Reach City environment had major hero buildings and the rest of the building blocks were generated procedurally in Houdini.
Pixomondo was responsible for several different alien species from Covenant.
The Jackals, Grunts, Brutes and Atriox.
Although the characters are all based on their essential looks from the games, they are completely re-designed to make them more realistic and engaging in the shots.
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Every time a halo movie or series is attempted. It’s never the CGI or effects that I didn’t like. It’s always been the direction of the plot and writing.
MPC did a great job with VFX. I feel the writing and direction let the show down. I think the decision to use first person and a frantic zippy camera in some of the action scenes felt very cheesy and made the vfx look more video gamey (which isn’t a good thing even if they were trying to evoke the feeling of the game)
No disrespect to the stunts or animation, but the writers committed a crime with this show.
No question, Helmet also should never have been removed.. Complete Shame
-support*
You mean Life support.
THAT JOOOOOOB OMGG !!!!
"You have to admit that the visual effects were pretty impressive"
LMFAO, counterpoint: episode 9
6:29 "there is always something to appreciate" Lol, not this time.
You have one of the most amazing content on this platform. You'll always have our support.
Thanks! ^^
BOOO DID I SCAR YOU!??!! bhw great video!
You CAN polish a turd! I think that Prophet was a stunning piece of work. Just a shame that everyone in charge of Halo either don’t care or have aggressively bad judgement. But yes, at times this insulting turd of a show did look great.
Plante: Reach
Reach City
The chick in the thumbnail looks like Olivia Wilde. Coincidentally, asking for a friend, what's the character's name?
Gracias, muy bueno y detallado el video. Thanks
Ok, lets make one thing very clear; the "HALO" TV show didn't bring the game to life, Paramount didn't even try, literally.
This movie name
THIS LOOKS SO COOL🗣🗣🗣🔥🔥🔥🔥
Movie name
Super cool movie seen backup
Can't even say anything original to critique this show. Just seems like a waste of potential in my eyes.
This show IS NOT HALO.
Who did the Master Cheeks?
Audio was too loud compared to the voice over. Please be mindful for the next videos.
We will! Thanks for telling us :)
Do this to the moon landing video
Is a vfx and animation certificate required to work at large studios like mpc, sunrise, weta, etc.
Lol I love the football pads, seems a bit ridiculous but worked out be useful.
The VFX were atrocious, lol!! On par with the original Halo on the original Xbox, tbh. NOTHING to brag about
check the human landing on the moon
Love u this video❤️❤️❤️
पहला लाइक पहला कमेंट मैंने किया भैया मैं रियल मी 2 प्रो चला रहा हूं फोन तो प्लीज मुझे कोई अच्छा फोन गिफ्ट करें
First