Tippett Studios came to WMS
to video tape and take photographs of our wolves a while back to create the
computer generated images used in the new Twilight movie.
Note:
This article speaks of using wolf pelts in making the computer generated wolves,
WMS had no knowledge that this would be done and does not condone using animal
pelts for the making of movies or any other reason.
CGSociety :: Production Focus
10 December 2009, by Renee Dunlop
As the
New Moon rises, so do the stars at
Tippett Studio. Charged with creating
the Quileute Wolf Pack for the Twilight
sequel, some of the industries leading
character artists sunk their teeth into
just under 60 shots ranging from three
to twelve seconds that were pivotal to
the storyline. And those shots are
getting noticed.
"Strong concept art will save a lot of
steps in the CG process;
it helps to keep the artists from
meandering from the final goal." -
Aharon Bourland, Technical Art Director,
Look Development.
Wolf Mountain
and Frankenwolf
The challenge wasn't just to build a
believable wolf, but to build five
unique wolves of extraordinary size and
weight, to portray that mass often with
little more than the surrounding trees
as comparisons, create believable fur
and humanesque eyes that weren't
distracting. Nate Fredenburg, Art
Director, helped to make sure those
requirements were fulfilled, combining
real-world attributes and CG magic.
"At Tippett Studio, we always look to
real-life creatures for reference on how
to design our characters, real or
mythical. For New Moon, we had a special
opportunity to travel down to wolf
sanctuary in Southern California to
observe wolves up close and personal.
The key to looking at live reference is
to form a knowledge base, study the
creatures, their quirks and behaviors,
the language between the pack. We looked
for signs of what the creature was about
and added those to the visual effects to
make them believable."
In Lucerne Valley, there is a sanctuary
called Wolf Mountain where a dedicated
group is trying to save wolves from
extinction. This is where the Tippett
artists traveled to spend personal time
with the wolves, many tame enough to be
approached and touched by strangers.
There the artist could observe
behaviors, pack interactions, hierarchy
behaviors, and movement, and "closely
examine the fur and its different
lengths over the body, the coloring
variations and markings, as well as the
structure of the face, eyes, teeth and
so on."
The trip was extremely fruitful, but
Phil Tippett, with his honed eye for
perfection, added a second method to
study fur under different controlled
lighting and wind. "We had a bunch of
photographs of wolves that we were
studying but Phil was insisting that we
take it to the next level and have
something to touch, walk around, and
actually do your own," explained
Fredenburg. This resulted in the
creation of what became affectionately
known as the "Frankenwolf".
Tippett bought wolf pelts and cut them
up with an Exacta knife and pasted it
onto a taxidermy blank "so that we could
do a lighting lab in two conditions?
controlled lighting on our stage where
we could shine very specific lights and
look at how the fur responded, then we
took it outside on an overcast day,
which was perfect for New Moon. We came
up with strategies for how to
artistically make the wolves look better
in flat lighting, which is what we were
dealing with and is a very difficult
lighting situation."
Hair Raising
One of the key observations we made at
Wolf Mountain was the complexity of the
fur. From nose to tail the fur quality
changes, prompting the painters to
create a zone chart of the animal that
divided the wolf up into fur zones; on
the nose and the legs the hair was short
and velvet, on the neck the mane was
thick and long, belly clumped and long,
the back more medium length while the
tail was bushy. The coloring was not
only unique over the length of the body,
but the hair follicle had unique color
ticking from root to tip.
Image courtesy Tippett Studio.
Image courtesy Tippett
Studio.
"Even with as far as computing power has
come," said Fredenburg "it still is very
difficult to accurately mimic real life,
so everything we do to come up with our
fur look is an approximation,
a cheat. It's not about replicating a
wolf hair for hair; it's about getting
the feel of a wolf. Even though we
pushed 4 million hairs on this show,
which is
twice what we normally grow, it is still
not nearly the number of hairs a real
wolf has."
A real wolf would have hundreds of
millions of hairs but a digital wolf
will only have perhaps four million, so
some interpretation is needed to achieve
the same effect.
To help achieve the fullness and fur
realism needed, Aharon Bourland,
Technical Art Director and Look
Development, helped create Tippetts'
in-house tool, Furator.
New Moon was the second Tippett
film where this tool was used. Similar
to Shake in that is uses a tree-based
system, it allows for characteristics
of hair to be added via nodes, then
merged back together for the final
groom.
It was developed to be highly flexible
and extensible, such as the ability to
twist a group of hairs from the tip and
leave the base alone.
Another very helpful addition was
Scraggle, a tool that used a CV interp
node that increased the number of CV's
and resulted in a scraggled hair, then
further adjusted so that the majority of
scraggle was towards the base, creating
the illusion of a thicker undercoat with
smoother fur on top.
The R&D team was moved to sit
next to the painters so
information could be shared
quickly and deficiently. Since
Furator is so new and constantly
improving, the R&D department
was instrumental with
collaborating with the painters
to make sure they were using the
right parameters to get the job
done and in the most efficient
way.
R&D was able to teach the paint
how the tool was meant to be
used and the painters, in turn,
were able to teach the software
developers how they wanted to
use the tools.
Wolf coloration is rather
complicated due to the multiple
color changes, not only across
the body but down the length of
the hair. A grey wolf might have
dark roots and a white band in
the middle and a brownish tip,
yet add it all up and you have a
salt and pepper look.
To mimic this, Tippetts' texture
painters painted three different
sets of maps to dictate the
color from the root to the tip
of the fur.
The painters had to achieve just
the right amount of deep color
to the fur without making it
look too noisy or course, and
the lighters had to maintain
that detail but soften the fur
so it had that nice plush feel.
Painters painted maps and set
numbers that stylized the hair,
to clump, elevate, change the
length, or randomize it to make
it look more natural. Then they
used imaged-based lighting to
mimic the films overcast
environments.
Eyes
and Face
The book described the wolves as
having eerily human eyes. "We
were told early on that they
literally they wanted us to plop
the actors eyes into wolf, which
always sounds like a good idea
on paper but it does not work
visually," said Fredenburg, "so
we had to play how much to
accentuate them as human eyes
and how much to push them
towards wolf eyes. The eyelid
shape around them is definitely
wolf. For the eyeball itself we
tended to play a little bit dark
so they wouldn't stick out as
these funny white eyeballs in
the head of the wolf." Wolf eyes
are iconic and easily
recognizable. They have a very
distinct eye shape and
mysterious expression. "As soon
as we put the human eyes in that
it destroyed that iconic wolf
look, so we tended to play it as
subtle as possible to keep from
distracting from the wolf."
With eyes, the surface quality
is not hard to achieve but
there's something intangible
about eyes that is hard to get
right. There are all kinds of
subtleties that go into eyes
that make them alive. The life
in the eye comes from the way
light plays on the eye when it's
refracted through the lens.
"It's not by mistake that people
say they're windows to the soul.
They're a focal point. There's a
lot of unconscious stuff that we
read from eyes that we still
don't understand.
Eyes are doing things we know
and register? like we can read
emotion on people through eyes?
but if I were to try to draw a
sad eye or an angry eye there's
a subtly there that eyes can
express that we cannot necessary
see but just perceive, and
that's very hard to get into
CG."
This was particularly
challenging on one extreme
close-up shot, as explained by
Bourland.
"We had to re-write our fur
shader for this show. It was so
close on the eye you could see
individual hairs coming out of
the skin. We had to write a new
shader that would shade a
cylinder so you could see each
hair was rounded when you were
close, but as you backed away it
would shift to a flatter shading
model, which worked better at a
distance. It would use LOD
(Level of Detail) to determine
which shading model it was
using, and transition between
them as you pulled in and out.
We also re-wrote the GI (Global
Illumination) setup so it would
solve on the hairs. Before it
was too expensive to solve GI on
the hair but we improved the fur
shading so it would solve
occlusion and color bounce on
the individual hairs."
Modeling and Animation
At Wolf Mountain, the wolves
were separated in different
pens, some completely isolated,
some in packs of three. In the
packs there was generally an
alpha, beta and omega. The
characters in the book had the
same sort of differentiation.
Sam, the black wolf, was the
Alpha and needed to be the
largest wolf designed. Paul, the
grey wolf was muscular, Embry
was smaller. Jacob, the main
character, had to stand out from
the other wolves. To streamline
the approval process of creating
five distinct but similar
wolves, the model for Jacob was
used as the source asset for the
other four wolves in a process
that involved a technical rig
for adjustments and natural pose
for approvals, with a blend
shape that could shift between
the two. Character Supervisor
Stephen Unterfranz explains:
"Our rigs are broken into
animation rig, the cut up
geometry, the stiff parented
geometry and then the deforming
geometry, which we call the
bound rig. One piggybacks on the
other. We have a template file
that contains all the model
pieces and the skeleton and
weighting with none of the rig,
IK handles, etc, installed. Then
we have a builder file that
calls all the individual
modules, the scripts that
construct limbs and spines and
eyes, and things like that.
There is also a face rig that
comes from model, primarily a
blend shape rig that gets piped
in to the full model also in
this template file." This meant
the one master wolf and rigging
system could push out five
wolves from one template when
they were only updating master.
Keep
Your Shirt On
The wolves also had to switch
from human to wolf form and back
again, creating some humorous
situations. Tom Gibbons,
Animation Supervisor, got a
chuckle out of the young wolf
shape-shifting process and the
dilemma it created.
They wanted to approach this in
complete opposition to the way
they did it in American Werewolf
in London, which highlighted a
long protracted painful
metamorphose. In Twilight, it's
very fast, it happens in half a
second. "In the blink of an eye
the boys explode into wolf
forms. When you first become a
werewolf, you are not very good
at controlling it. What happens
is, these kids explode into
wolves and destroy their clothes
and shoes, and when they
transfer back, they don't have
any clothes and have to go get
more. It's kind of like hitting
puberty or something, as these
boys mature from human boys into
shape shifting into werewolves
and not being able to do it very
well, which is the perfect
metaphor for everything that is
adolescent."
There is a great deal of ribbing
among the digital wolf pack as
well as what was observed at
Wolf Mountain. "That is exactly
the way wolf packs work. There
is a lot
of rough and tumble challenging
play fight all the time."
After seeing the videos
below, we
were very excited to see what they created. You can clearly see Istas and
Yawto in these wolves, but they used many of the wolves at the Sanctuary to
create the way they move, the colors, the growls. It is so amazing!!!!
You can see Yawto and Istas
on the computer monitors in the background.