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       #Post#: 71--------------------------------------------------
       Rivendell - Miniature or CG ?
       By: Ludo Date: July 5, 2014, 1:53 pm
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       [img width=1000
       height=564]
  HTML http://ludoiochem.files.wordpress.com/2013/10/rivendell.jpg[/img]
       I'm sure most of you have seen both the "Lord of the Rings"
       Trilogy and the first Episode of the new one "the Hobbit : an
       unexpected journey". Some of the action happens in Rivendell,
       where the big boss of the Elves, Elrond, lives a happy and long
       life with his very old friends and family. Rivendell is supposed
       to be a very peaceful place, with nice elvish architectures,
       precious materials, a permanent golden hour light during the
       day, waterfalls, trees, and birds.
       For the first movie, Weta decided to build Rivendell as a
       Miniature. The work on this model was amazing. There was a lot
       of details everywhere, nice painting, and I must say, I'm a big
       fan of it. Here is how it looked like.
  HTML http://ludoiochem.files.wordpress.com/2013/10/rivendell1.png
       [img width=1000
       height=577]
  HTML http://ludoiochem.files.wordpress.com/2013/10/picture-15.png[/img]
       [img width=1000
       height=565]
  HTML http://ludoiochem.files.wordpress.com/2013/10/picture-13.png[/img]
       The big advantage of using a miniature like this one is for the
       lighting. You can have a very natural sense of light by
       reproducing the lighting from the set at the scale of the
       miniature and using real lighting sources. All the lights and
       shadows will be real, and the way the different materials and
       colours will react to these lights will assure the best realism
       you could hope. Of course, it might need a bit of additional
       painting work here and there to fix small issues, or add few
       more details. But it's a pretty solid base to have, and I'm
       convinced that most of the time, it probably gives more realism
       to the shot than using a Full 3D approach.
       Here are 3 exemple of DMP made by Dylan Cole for LOTR, based on
       the miniature. Roll over to see the original photo. The lighting
       on the miniature drives the rest of the environment.
       <a
       href="
  HTML http://dylancolestudio.com/Professional/ROTK/pages/360p5_28.html">Rivendell<br
       />1</a>
       <a
       href="
  HTML http://dylancolestudio.com/Professional/ROTK/pages/401p9.html">Rivendell<br
       />2</a>
       <a
       href="
  HTML http://dylancolestudio.com/Professional/ROTK/pages/360p5GEN.html">Rivendell<br
       />3</a>
       At the end, I personally think that Rivendell works very well in
       the shots. It feels natural to me. The most important on this
       kind of environment is to have the lighting correct on the
       building. For the rest of the DMP, mountains and trees, it's
       easier to make it work. We don't need to be "that" precise.
       That's why we can keep a DMP approach.
       Here are some examples of Rivendell views from Lord of the Ring.
  HTML http://youtu.be/WRaB4dtgRyo
       Of course, on the other hand, you have loads of limitations
       using miniatures. First, and probably the most important, once
       it's built, you can't move anything around any more, and it term
       of flexibility it's a nightmare. You want to be able to move
       this tower a bit on the right, or rotate this house of 15
       degrees. On the top of that, you may have to break some part of
       it, or make them move, which is almost impossible to do right if
       we use a miniature. We still can use miniatures for explosions
       for example, like the White House shot in ID4, but it means you
       can do it just one time and it's finished. We never would do it
       today, as we want to be able to control everything, and be able
       to tweak all the parameters, smoke, fire, debris, etc.
       In the Hobbit, Rivendell has been build full CG, with a lot of
       different assets textured, lookdeved, and put together in the
       scene. Then, you can place your lighting and a TD can control
       everything, layout, lighting, textures, to render the most
       beautiful image and directly pass it to comp, or give it to a
       DMP/Env Artist who will do a bit of paint over.
       It's quite good as a method, except that this time, everything
       is based on the look dev and the lighting.
       Let's be clear, it still gives very good results, and in term of
       flexibility it's perfect, as you can do pretty much everything
       you want. Let's have a look at the full CG Rivendell of the
       Hobbit.
  HTML http://youtu.be/cqczPfWnQMI
       It still look very nice !
       So the question is : is it better to use a miniature and real
       reaction of a real light onto a painted model, even if you don't
       have as many controls as you'd like, or is it better to go for a
       full 3D build, and recreate the reality by tweaking shaders,
       textures, and lights ? It's an open question I think. If I
       perfectly understand that production wise, it's better to be
       able to change everything until the end, artistic wise, it may
       be interesting to think about it.
       The answer could eventually be to do both. If we 3D scan a
       miniature like Rivendell and use this scan as the base of the 3D
       model, we still can develop a 3D asset, fully textured and
       lookdeved. Then for a shot, you can put some light around your
       miniature, and use it as a reference for the lighting TD to
       match as close as he can the real photography of the
       Environment. Of course it cost a bit more, but at the end, we
       may have the final result faster.
       Feel free to share your thoughts about this, I'd be glad to
       discuss it with you.
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