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#special effects
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prokopetz · 9 months
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To be fair, there are perfectly practical filmmaking reasons why cool guys don't look at explosions:
Most low to medium budget productions don't use compositing or CGI to put the actor in the same shot as the explosion – they just put the actor much further away from the explosion than you think they are, and use forced perspective tricks to minimise the apparent distance. There are a limited number of camera angles those tricks permit, and most of them require the actor to be directly between the explosion and the camera.
In spite of the fact that the distance between the explosion and the actor is larger than you think, mistakes happen, and the best way to avoid catching a piece of flying debris in the eye is to direct your line of sight away from the explosion.
"Cool guy slowly walking away from explosion" happens to be a very obvious way of satisfying both of those safety constraints.
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staud · 28 days
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VFX work behind The Terror (2018) – by Universal Production Partners
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behindthescreamz · 4 months
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jane levy as deadite mia allen on the set of “evil dead” (2013)
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atomic-chronoscaph · 8 days
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Jason and the Argonauts (1963)
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appleseedmachine · 2 years
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mizgnomer · 2 months
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Doctor Who - Wild Blue Yonder - Visual Effects
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anactualfrog · 2 months
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In honor of the headcrab zombie coming out again today for NWICC (and taking zero photos), here’s some old pics from his past days out!
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2001hz · 9 months
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Rebecca Romijn-Stamos as Mystique in X-Men, Official Playstation 2 Magazine UK Issue n°5 (2001)
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sarurun42 · 7 months
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allwhiterain · 2 months
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Jenna Ortega behind the scenes of X (2022)
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schlockvideo · 1 month
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The Prowler (1981), dir. Joseph Zito, special effects by Tom Savini
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prokopetz · 1 year
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One of my favourite old-school video game aesthetics that basically nobody in the retro gaming sphere is trying to replicate these days is the stuff you see in the original Mortal Kombat, among other places.
You know how in the early days of CGI, a lot of films basically faked their computer graphics with practical effects done up to look like CGI, in order to make it seem like the production was on the cutting edge?
A fair number of video games during that period did that, too. Of course, real-time 3D graphics were generally impractical, but using 3D graphics to pre-render your sprites and backgrounds was still a major bragging point, with games like Donkey Kong Country being the most well-remembered examples.
So what did you do if your studio didn't have the budget for fancy CGI workstations?
You faked it, of course.
Games like Mortal Kombat claimed to have photorealistic motion-captured graphics, but in reality, there was no motion capture involved, and the reason the graphics were photorealistic is because they were, well, actual photos.
They'd film local martial artists and stunt performers against a green screen, cut out each figure paper-doll-style, then laboriously hand-draw any required special effects onto each individual frame. Figures who couldn't plausibly be portrayed using edited photos of humans in cheap Halloween costumes, like Mortal Kombat's Goro, were achieved using stop motion puppetry to produce the source footage, then processed in the same way as their human counterparts.
That's it. No motion capture, no CGI, just puppets and photo-collage – with a dash of traditional hand-drawn animation on top – being passed off as the genuine article. They were literally video games with practical effects.
Like, I totally understand why nobody does it anymore – ironically, computer graphics have reached the point that just using actual CGI is cheaper and easier – but it kind of surprises me that there aren't more contemporary indie studios willing to give it a go just for the hell of it.
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retroscifiart · 3 months
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Behind the scenes of Starcrash (1978)
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behindthescreamz · 4 months
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behind the scenes of the making of lynn denlon’s corpse on the set of “saw iii” (2006)
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atomic-chronoscaph · 6 days
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Clash of the Titans (1981)
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