Art Director, VFX & CG Supervisor: Mat McCosker
Production Company: Good Cop Bad Cop
Agency: ARC Factory
Director: Marty Moynihan
Producer: Michael Metzner
DOP: Liam Gilmour
Production Designer: Tim Burgin
Sound Design: Sonar Music
Shot on the ALEXA XT , ProRes 4444 Log C
I/O to 10-bit dpx using Resolve 14
Resolve colour workflow - ACEScc / ACES 1.0.3 https://acescentral.com/
Nuke colour workflow - ACES 1.0.3 (IDT - ARRI - V3 LogC (EI800))
ODT - rec709 on a Flanders Scientific BM210 LCD 10 bit Display (http://www.flandersscientific.com/BM210/ )
Looking at the neon of ‘Overwatch’ plus lighting and grading tests.
Here are some some lighting ideas I roughed out with for Director, Marty & Production Designer, Tim Burgin.
Initial blocking / massing of buildings for skyline. These were created hand in hand with Pre-vis so that VFX/CG art-direction would be in step with on set production design.
Further blocking / layout, basic lighting & atmosphere tests. Rendering with Redshift 2.6.11
example atmosphere levels
Textured assets with approved shaders exported as Redshift proxies - https://docs.redshift3d.com/display/RSDOCS/Proxies?product=maya
Addition of objects textured from on-set images / basic photogrammetry .
With previs thoughts were that use of green-screen could prove cumbersome and possibly unnecessary. VFX direction was to extend the set through the smoke / atmos on a set lit without green-screen.
concept CG was impractical and scale corrections were made for production dept.
Production Designer, Tim Burgin with Director, Marty Monihan.
Here we discussed the trade offs between what could be achieved on set and in VFX/CG.
This ‘central wall’ was a key point of integration between the two.
Measuring the completed ‘central wall’
Selfie as the on-set lighting rig is assembled.
On-set lighting cues, such as flashes of red, would be key to creating believable integration with the CG lighting.
Lighting from the soft boxes was generally held low (0-10%) but could be spiked through the DMX desk for flashes / flares etc.
Marty and I discussed misting up the set to match the ‘Bladerunner’ lighting example.. the mist would become a light source/reflector in itself for these flashes and would integrate with the CG volumetric mist and 2D stock footage to be composited in.
Using a variety of layered techniques like this is often the best way to get more believable integration.
DOP: Liam Gilmour
DOP: Liam Gilmour
Kinos - specs here
basic map measured on morning of shoot with disto
Just amazing to work with Dusty Martin - who was happy to go for take after take despite temperatures staying at 6-8 degrees Celsius on set.
Shot here with Director, Marty Moynihan (right) and 1st AD, John Sandow (left).