I’m now back in Sydney but last week I had an extraordinary time at FMX in Stuttgart. There I was lucky enough to introduce several killer VFX and animation presentations, and host my own track – ‘Then & Now’ – with Chris Wedge from Blue Sky Studios and Phil Tippett. Another highlight was moderating an animation directors panel with Wedge, Shannon Tindle and David Silverman (who sang the Spider-Pig song from The Simpsons Movie; I’ll never forget it).
In addition, FMX was an incredible time to catch up with old friends and make new ones. Plus get to see what’s happening in the industry. One thing I always love at FMX, too, is that the presenters regularly get to show behind the scenes material that can’t be shown anywhere else.
The FMX team made this highlights video, below, which I think really shows off the high calibre of speakers and attendees to the conference. Can’t wait for 2019 already! Keep an eye on their website.
I asked Weta Digital animation supervisor David Clayton that question for VFX Voice, in relation to his work on Rampage.
Several members of the original Iron Man HUD team – John Nelson, Wesley Sewell, Jonathan Rothbart, Kent Seki, Dav Rauch and Kyle McCulloch – weigh in on how the HUD was imagined, in this oral history at vfxblog. Read it at www.vfxblog.com/ironman.
I recently got the chance to visit Weta Digital and sit down with some of the team on Rampage. Here’s vfxblog’s special coverage of the film at vfxblog.com/rampage, looking at Weta Digital’s creature work and destruction sims.
I asked Image Engine, who worked on Lost in Space.
Matt Patches from Thrillist had me collaborate on an incredible oral history of the Battle of NY in The Avengers. Check it out.
I’m on the program board this year for FMX, and helped organise the ‘Then & Now’ track which is featuring Phil Tippett and Chris Wedge. Here’s a rundown at Cartoon Brew.
In February, I wrote this piece for 3D World magazine about their horse and rider agent. Check out the tutorial that Steven Regelous did, too.
Back for the February 2018 issue of 3D World magazine, I talked to Rise FX about their use of procedural workflows in Houdini for Babylon Berlin and The Dark Tower.
A look at the work with ILM and Digital Domain, at Cartoon Brew.