Re: Messing With Effects
Posted: Tue Jan 19, 2010 1:57 pm
This looks very promising JohnM. The knife test was quite believable, especially given how you got the cloth to bunch up as the knife entered. That completely sold the effect. What I am hoping is that someone comes up with a simple way of doing the sword entry into bare skin that I did many years back, very much the hard way by exporting bitmap frames into photoshop from several different sets of footage and composting each frame by hand. The result was absolutely perfect, but literally took all day to do a single stab, so I never repeated the effect. What sold the entry into bare skin was that the sword dimpled the skin under it's thrust, not just a little bit, but pushing into the woman's belly several inches 'before' the skin parted and her belly then 'un'dimpled over a few frames as the sword finished it's plunge.
The 'Dreadgirl Wrath' clip is easily good enough to sell a context to a scene, opening up literally a universe of scene possibilities.
The green screen test was the least successful of the first three IMO. The first couple of seconds of the scene, as my eyes naturally were drawn to the actress worked perfectly. I forgot I was looking at a green screen test and saw her as being in that alley. The moment the guy entered the frame however and my eyes were drawn away from the actress, I noticed a 'problem' that told me I was looking at a green screen effect. I did not know at that instant what the problem was, I just knew there was something not right that revealed it as an effect. Afterwards, I looked more closely and figured out that what created the problem was the very problem that so frustrates green screen shooters everywhere; lighting differences between the foreground and the background. In the alley there is a hard contrast, strong light shadow, whereas in the green screen, the light is diffuse with virtually no shadow.
Dread Rock was fun, largely because the actress was good. She played that very well.
A good beheading is hard to do, and so is seldom done. I am sure that beheading fans will be happy to get anything at even this level. But I found this particular effect was the least effective, mostly due to the blood effect not working. I would suggest for blood in a serious project, use a separate green screen shot where someone with a green hand is holding a one liter green plastic jug with a circular opening about as wide as the actress' neck. Fill that jug completely with a liter of very dilute stage blood. With camera rolling, give the jug a sharp smack with a hammer at the bottom of the jug. The weight of the jug will keep it from moving much, but the shock wave from the sharp smack will send an explosion of blood flying up and out of the jug. The camera will catch a far better quality of blood splash than anything you could animate by hand. And it is easier to touch up such an effect afterwards to add to it if necessary.
The 'Dreadgirl Wrath' clip is easily good enough to sell a context to a scene, opening up literally a universe of scene possibilities.
The green screen test was the least successful of the first three IMO. The first couple of seconds of the scene, as my eyes naturally were drawn to the actress worked perfectly. I forgot I was looking at a green screen test and saw her as being in that alley. The moment the guy entered the frame however and my eyes were drawn away from the actress, I noticed a 'problem' that told me I was looking at a green screen effect. I did not know at that instant what the problem was, I just knew there was something not right that revealed it as an effect. Afterwards, I looked more closely and figured out that what created the problem was the very problem that so frustrates green screen shooters everywhere; lighting differences between the foreground and the background. In the alley there is a hard contrast, strong light shadow, whereas in the green screen, the light is diffuse with virtually no shadow.
Dread Rock was fun, largely because the actress was good. She played that very well.
A good beheading is hard to do, and so is seldom done. I am sure that beheading fans will be happy to get anything at even this level. But I found this particular effect was the least effective, mostly due to the blood effect not working. I would suggest for blood in a serious project, use a separate green screen shot where someone with a green hand is holding a one liter green plastic jug with a circular opening about as wide as the actress' neck. Fill that jug completely with a liter of very dilute stage blood. With camera rolling, give the jug a sharp smack with a hammer at the bottom of the jug. The weight of the jug will keep it from moving much, but the shock wave from the sharp smack will send an explosion of blood flying up and out of the jug. The camera will catch a far better quality of blood splash than anything you could animate by hand. And it is easier to touch up such an effect afterwards to add to it if necessary.