Resident Evil Damnation: The DNA of Damnation Page #3

 
IMDB:
8.0
Year:
2012
30 min
321 Views


for Degeneration...

...but the data was not as fine

as desired.

We wanted to incorporate more...

...of the actors' facial expressions...

...as loyally and realistically

as possible.

But we prefer to call ourselves...

...pro-independence fighters.

Each actor has different ways

of showing expressions and nuances.

We construct rigs suiting

each actor individually.

The director wanted to exaggerate

some of the facial expressions.

We took that into consideration.

And we worked carefully with where

exactly the characters are looking.

That element is added here.

You people in the CIA

call us terrorists.

But we prefer to call ourselves...

...pro-independence fighters.

With everything going for realism...

...we simulated

the movement of fabrics.

If not simulated properly...

...the fabric will not show wrinkles

when bent.

This deprives the film of realism.

We simulate all fabric motions

so that...

...it really looks like the clothes

have been moved.

This is a joint.

Bone can be moved

with joints present.

The more natural the motion looks,

the better.

We hope people...

...find all of this natural.

We use the mocap data with...

...a software called MotionBuilder.

We add camera work...

...create each scene...

...and have the director

check the scene.

We use a lens just like

with a live-action film...

...and move it so that we can

make the film look photorealistic.

There is much more expression of

liquids, particularly blood, in this film.

Blood effects are the most difficult.

There are just so many effects:

Explosions, gunshots, etc.

We hope you enjoy watching them.

If a film is two hours long,

you don't want it to be tiring.

And you want to show 3D effectively.

First we focus on screen depth.

Then with characters in the forefront,

visual depth is enhanced.

But we must keep in mind that we want

things to jump out of the screen...

...towards the audience occasionally,

so that it does not get boring.

Easy to watch but dramatic

at the same time is what we go for.

We create a depth information

scoreboard.

The blue is cuts focusing on depth.

Yellow is for average 3D cuts.

Red is when the focus

is toward the front...

...closer to the audience.

Here, the Licker comes forward.

We check here for the parallax...

...of the deepest part

of the background.

Then where the Licker points its claws.

We want this to stick out

from the screen.

We look at this percentage

for the parallax of the claws.

The construction is all based on

the fact that the film will be in 3D.

That is why the action sequences

work so well in 3D.

I don't want to change into...

...one of those monsters!

Is how it goes.

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Submitted on August 05, 2018

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