CGArena  
 
 

20.12.2008

Production Focus: Feel the Payne



“The shot where the junkie is pulled out the window was a big challenge, and a big milestone for us,” says Campbell. “From that point on, the look of the Demons changed from very erratic, blurry creatures into these extremely precise, winged monsters moving in slow motion. When John saw that shot, he wanted every shot to feel like that. That entire scene was created using Autodesk Maya, including all the interiors and exterior shots. Only the window from which the character is pulled is practical.”

“I began modeling the creature based off of the physical reference of the actor and his prosthetics,” explains Nickolson, Modeling Supervisor on the film. “I took many reference photographs and modeled the animation mesh in 3ds Max. The wings were modeled off of a concept of Bojan Zoric, Spin’s Lead Mattepainter and Texture Artist. Placing the feathers was very tricky, as all of the larger ones were created individually or with path constraints. I used the Shave and a Haircut plug-in included with Autodesk 3ds Max to brush in some of the random feathers at the top edge of each wing. Overall, it was a fun and relaxed creative experience.”

Maybe so, but the resulting scene, though definitely creative, is anything but fun and relaxed.

“Just to assure that our CG Demon could keep up with actor Mako Hindy, who had been tapped to play the lead Demon, we did a side-by-side comparison,” says Campbell. “We had full-frame shots of Mako doing some really cool movements, and we put our CG Demon right beside him doing the exact same movements. John was very pleased. 








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