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Careers Research

VFX Careers: Runner

One role that interests me as a VFX student is the role of Runner. Having heard about it vaguely and in passing for a long time left me with a very confused understanding as to what a Runner is. When I asked people, some would jokingly say ‘They get coffee’ and leave it at that leaving me confused. Others would say that they have their hands in doing a little bit of everything inside of a studio and this would leave me no less confused as to ‘what’ a Runner’s role is and more importantly how this role functions as an entry role into the VFX industry.

From looking at Screen Skills website to gain an initial understanding of the role it seems much of what I heard before is accurate to what a Runner does. Their main role is to essentially be a jack of all trades within the studio or department that they are employed under so what a runner does exactly is dependent on that studio or department. The role either lines you up to work in production management or in a VFX artists role. The major commonality from studio to studio with the Runner, as supported by another VFX job resource website ‘My First Job in Film’, is functioning as the in-between. You are responsible for looking after the office, keeping it organized and tidy as well as ‘running’ different materials and messages between departments. The latter role being your biggest function within the studio hence the title of ‘Runner’. Of course, this does also mean you grab plenty of coffee, tea and other things for the studio as your co-workers are occupied with other work.

Handing off documents to others

A blog post from Simon Deverux from Access VFX titled ‘Getting into VFX: Runners’ also outlines, in their own eyes, what a Runner and how it contributes to the a growing VFX’s artist’s career. It outlines that part of the Runner’s job is also to, through training shots and aiding other artists, learn the myriads of tools being used in the VFX trade. What those tools are is entirely dependent on the studio. A runner for a game studio may end up learning how to use Unity or an in-house engine. They will pick up further modelling and texture skills. A runner for a studio that focuses on body tracking software for character animation would likely pick up skills in using the technology, both in setting up and recording it then later in using that data and cleaning it up.

Something that I hadn’t considered about the role that is vital to learn, especially early on in your career, that the Runner is a great role for developing is organization, team-working and communication skill. With some much to do a Runner must learn to organize their time. By interacting with so many different people in the studio they will quickly learn how to communicate with different people. You must as a Runner work with many other people and in an industry reliant on team work developing that skill, which one will inevitably do, as a Runner is vital to future success in the VFX industry no matter which direction it leads you in, be it games, mixed media, television, film or commercials.

The role of a Runner is a lot clearer to me now thanks to the various resources I found online and while the jokes and jests about the role do reflect, to an extent, the reality of the role of a Runner this information has made the role much clearer to me. Not only the literal function of the role but how this role will contribute to my personal development as VFX artist and to my career in the industry.

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Nuke

Week 14: Nuke Development

This week we focused on advanced components of EXR via their multiple passes that allow us extensive lighting controls in Nuke. Alongside that how using different methods we can grade those different layers safely without affecting other portions of the grade or compromising the alpha. For homework we had to use the different passes to grade a car into a scene and make it look realistic. This was my result.

Ungraded
Graded

This was not too difficult as it was only a still though I think there’s certain way it can improve. Namely I’m not sure if the lighting is correct on the top of the car. I think that maybe, depending on distance, the lamp on the bus stop directly behind that car should light up the roof of the car a little but I’m not too certain.

The hardest thing for me to do this week was re-arrange my scene from last week as essentially the way I had done it, thinking it would be simpler with the merge, resulted in a scene that would only be fixed if I implemented 3D geography and matched it to the bricks and such because the cards, being 2D, did not have enough geometry for it to function. Having to re-do, re-arrange and re-think how I did the scene was difficult as its painful to have completed something and then have to essentially restart.

Ungraded

Graded

As can be scene there are still some issues with the roto, namely as it gets closer the quality of the image becomes blurry because of where I took the projection. It can also clearly seen to be flat as well so this would require me to, at a later point in time, go back and make adjustments to the roto. This however need only come later as there are more pressing things that require my attention.

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Maya

Week 14: Maya Development

This week was spent mostly correcting the issues present in the UVs from last week which was quickly solved thanks to Nick’s aid in fixing some outstanding issues with my model. Namely adding creases to keep the model in a more refined shape and inverting normals that had become flipped during modeling. Past that what was most engaging about the week was rendering. Toying with the different setting to make the most clear image I could alongside keeping render times down. As I had 672 frames I aimed to have each frame render in around 30 seconds as to keep the render time down to 5-6 hours as that would be able to render in our class time so I wouldn’t end up using the computer while another class needed it for their studies. Below is the final output.

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Collaborative

Week 3: Collaborative

This week it was time to decide which group to fully commit to and I decided to go with the Cat Kaiju game. Part of what helped my decision is I was able to find someone else who didn’t have a group yet who was interested in the Ghost project so I no longer felt like I had to provide my help to the other group. Once I joined the Cat Kaiju group we had a meeting together to catch me up with what their project consisted of and what was needed from me as a VFX student. We spoke about the game, what systems they wanted implemented, what that meant for me as a modeler as that would be my predominate role and what I needed to research in the coming week. What I would need to research is Cell Fracture exists in Maya in comparison to Blender which is where the feature is from as it pertains to how the buildings will be destroyed in the game. Alongside that is the architecture styles that they would like me to mimic for the buildings I would model.

The styles they wished me to look into are Neo Futurism, Brutalism and the styles of XCOM 2 and Blade Runner. As the games asthetic would be cell-shaded and cartoony as to keep the tone light but ultimately wanted a rich and wealthy upper city represented by the Neo-Futurist aesthetic and poor undercity with the Brutalist aesthethic. XCOM and Blade Runner were given to me as well in order to see how I can maintain a visually ‘sci-fi’ reading for all the buildings as this is a sci-fi game.

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Maya

Week 13: Maya development

This week was focused on finalizing, for the most part, the entire Rube Goldberg machine scene. It took a long time to bake my simulation as a series of errors kept occurring that eventually my classmates and I figured out a work-around. After successfully baking my animation it was time to move on to texturing.

UV for Marble Table

I got my textures from Quixel Megascans and I had to research again how to properly set up textures on Arnold using the hypershade tool. Mostly the issue was figuring out what to do with the Normal Maps I received on some textures. Though some UVs were/are difficult to handle and have resulted in some strange texture issues that I need help in figuring out.

UV/Texture issue

Beyond that texturing wasn’t a huge issue, though I’m having issues with the metal textures as they all seem to show up pale white which resembles a totally untextured object yet I know they are linked up properly. This is something else I’d like to look into. Beyond that the scene is totally finished and ready to be rendered out once these issues have been addressed.

Categories
Nuke

Week 13: Nuke Development

This week for Nuke Development in class we went over more advanced Projection techniques to use in our 3D match move and had to apply them to our ongoing garage project. Getting my head wrapped around using 3D space in Nuke alongside the nodes and set ups to use these projection techniques was not easy, but after about an hour I was able to figure out, for the most part, how this set up functions and how to emulate it using all of the 3D nodes available.

Marker clean up

Starting with marker cleanup I had certainly improved in my organization of my timeline and using backdrops to keep track of what each set of nodes accomplishes making corrections a lot easier. While figuring it out the first time was difficult once I had understood it the rest was simple

Rotoscoping

Rotoscoping while arguably a much simpler looking set up was the most time consuming, especially when it came to the finer edges of things like the lamp. Using the 3D merge node I was able to combine them to create what should function as a seamless transition between the three versions of this roto which help to fill out gaps that occur in the roto as the wall gets closer. However as can be seen there are some visual issues with this that I need to address

The visual issues are far clearer here in the rendered out video and is something that I need to address. The patches as well don’t come up as rotoscoped visually with the grade but that is because they are a separate card from the roto which if layered on top would show the markers again. However this is a purely visual issue and functionally works as a fully roto’d and functional piece.

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Collaborative

Week 2: Collaborative

This week we had a huge meeting with a lot of the MA students in the canteen to all get together with people that shared our interests and exchange ideas. Despite 25 people having written up their interests in the topic of everyday object to fantastical object only 6 showed up to the meeting. As a result the range of ideas presented wasn’t very large and not many people had a solid foundation for an idea that I wanted to explore as well.

Later on though we were able to roam around and look for other groups that might have ideas that interest us. I was able to come across two groups, one that wished to make a stylized game about a Cat Kaiju, meaning a giant cat that would destroy a city.

The sign they held up at the meeting

The idea is fun and cute and has me interested in working with a stylized approach to modelling and effects which is something I wish to try.

Another group that interests me is a VR game that would use hand tracking to track the play using hand gestures to exorcise ghosts based on East Asian folklore. They were inspired by Ghostwire: Tokyo for the hand gestures which in turn are based on Kuji-Kiri.

https://en.wikipedia.org/wiki/Kuji-kiri#/media/File:Kuji-kiri02.png

As a horror enthusiast and someone who grew up in Singapore with a lot of these ghosts as part of my upbringing it the project does interest me. However as it stands the group that was looking for VFX people still is uncertain about if they will go with this angle and the only thing for certain is that they want a VR game reliant on hand tracking, an example of such a game would be Elixir by Magnopus on the Oculus Quest.

Thumbnail from https://www.youtube.com/watch?v=8ystXtFqvys

As a result I’ve tentatively gone with the Cat Kaiju game as while it doesn’t interest me as much the team there already has a very solid foundation for their idea. They have an agreed upon premise, they have a style in mind and a clear vision for what they want. As it was very difficult for me to find any groups that weren’t already full or didn’t need a VFX student I am more likely going to go with the Cat Kaiju game as it is the more fleshed out project.

For certain the most difficult part of this week and likely the entire project is getting started. Trying to find a group and something that interests and challenges me is not easy and getting this enormous task underway is incredibly challenging, but if I pace myself and organize my time it is most certainly do-able.

Categories
Advanced & Experimental Nuke

Week 12: Nuke Development

This week we spent going into further detail on both the 3D scene development and tracking that Nuke has but also our larger project for the semester. We would be tasked with tracking a scene and then placing in a machine and blending it with the environment. The first step of which is to track a scene and then remove the tracking pads that were placed into the scene. Our homework task for this week was simply to track the scene and place some 3D guides to the floors of each part of the shot and on each tracking node.

the hardest part was actually organizing the scene given so many axis nodes were needed to place down the cones. Thankfully I had been taught some better organization tactics since the last time and broke the single scene into multiple scene nodes. One for the foreground cones, one for the background and one for the planes. This let to a much more readable script.

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Advanced & Experimental Maya

Week 12: Maya Development

This week was spent finalizing a design for my Rube Goldberg Machine pictured below.

The idea being that at the end the ball will knock into a lightswitch which I will manually keyframe and animate turning a light, thus completing the action of the machine. In order to take some inspiration for the design I watched several youtube animations of Rube Goldberg machines to see what kinds of things they used that I could incorporate like pipes, dominos, swinging objects.

Specifically one animation I took inspiration from was this one:

Namely the pipes with the holes in them so you could see the ball pass between them was something I wanted to recreate.

After designing it with floating objects I then did my best to ‘legitimize’ it by adding extensions and a wall for those extensions to be housed on so that the objects weren’t floating but instead attached to something.

For the inspiration for certain objects I had been thinking of going with a wood and marble modern aesthetic. Very light and simple to read and should make for an aesthetically pleasing appearance when it comes to texturing.

I would say the hardest thing this week was trying to manage Bullet. They physics simulation would often break my Rube Goldberg machine when I added a new physics object to the simulation, regardless of if that new object even interreacted with anything. As a result for testing there was a lot of painstaking time taken simply to re-set up the machine and run through it again and then adjusting it and running again and changing things to get a set up that worked consistently across the board.

Categories
Collaborative

Week 1: Collaboration

This week was primarily focused on getting an initial idea or topic that we would be interested in. I decided to go with the topic “Everyday object turned into a fantastical one”. With this topic in mind I had two ideas, on a surface level one and another more interesting one.

The surface level idea would be to take an everyday object like a microwave and converting that into a variety of different aesthetic settings like for example Cyberpunk which is a popular aesthetic currently. An example would be this

Credit: Jakub Ziejewski https://brushief.artstation.com/projects/YexyQP

More interestingly for me would be not altering the object physically but instead create a piece around it that exposes how fantastical some of these everyday things are. For example a phone. An animation or VR experience could be made around how a phone connects us in ways never before possible and exploring that.

https://medium.com/@sym.goddard/does-technology-really-connect-us-or-are-we-becoming-more-socially-isolated-71441780ec4d