
PRE-VISUALIZATION
ARTIST
PRE-VIZ
& THE SEQUELS
MATRIX: What
has your primary role been as a Pre-visualization artist on THE MATRIX sequels?
RPIN: I was brought on the show around
the end of July 2000. In that time I’ve
been working a lot with Geof Darrow’s art, taking his conceptual drawings
and turning them into 3D environments that Owen [Paterson] the Production Designer
can actually take mathematical data from and give to a Set Designer. From that
data, they can begin to plan and figure out what part of this amazing illustration
Geof has created that they’re going to build.
We take the concept drawing into a 3D environment, and using Maya and Power
Animator we start blocking in the volumes. Once we have enough of that structure
built, we can sit down with Larry and Andy [Wachowski, Writers/Directors] and
start blocking some of the shots. There is no moving animation or anything
yet, we’re just blocking some of the shots to figure out which part of
the set is going to be virtual and which part we’re going to build in
the Art Department. Once we figure those pieces out, since it’s basically
all math that we’re dealing with, we export that data and have physical
models made, for instance foam core models.
MATRIX: The technology you’re using is a recent development, what is its history
so far?
RPIN: Most of this technology, until within the last couple of years, has mostly
been used in visual effects post-production to actually complete and execute
visual effects shots. The technology lends itself to be used in the Art Department
and the beginning of production because it gives filmmakers a chance to use
tools like real world lenses, and to basically pre-visualize their environments
and their shots before anything gets built, months before the cameras start
rolling. It’s much easier to do a lot of exploration when you’re
sitting in front of a monitor, instead of having a crew where you’ve
built something, which is really difficult to change. In the computer, changes
are relatively easy to make, it gives the filmmakers much more flexibility.
So, to use these tools at the beginning of the production, instead of the end
in post, is a fairly new concept.
MATRIX: What are some of the shots chosen to be executed via the computer?
RPIN: Most of Zion is going to be virtual. The Dock and the Bottomless Pit, where
basically all of the people live, those two environments are going to be almost
entirely virtual because of the scope of those spaces. They are huge, although
we will be building a fraction of them, but it’s a very small fraction.
The other thing is that the geometry of some of the environments becomes really
complex and, from a traditional illustration point of view, it’s really
difficult to illustrate these environments that have twisting and repeating
elements that go on for a huge distance. The great thing about the computer
is that it’s really good at repeating and being very precise. So we can
create a section and duplicate it and repeat it, and it almost creates its
own aesthetic, which is interesting because it’s something you realize
after the fact, rather than going into it with a clear idea of what it’s
going to look like.
For example, the Dock was one concept drawing that had a wide over view of
what the entire space was supposed to look like. When you get a drawing like
that it is overwhelming because it’s so incredibly detailed… where
do you begin? You block it out into the major pieces and then once those pieces
get blocked in and positioned, then you can start adding the detail. It’s
like chipping away at a big piece of rock until you get something everyone
is fairly happy with.
MATRIX: How did you approach one of Geof’s incredibly intricate drawings?
RPIN: With Geof’s work I try and take the big pieces first, the big shapes
that define the perimeter of what he has drawn, and then block those out in
three dimensions. It’s kind of like a funnel: the big pieces first, then
the smaller ones and the smaller ones. We only take this modeling to a certain
level because we’re not trying to complete the shots, we’re just
trying to get enough information there for the Art Department to be able to
build something, and the Directors to be able to block and create animatics
with this geometry.
Another really great thing about using this technology is that once you’ve
modeled these environments, it’s then really easy to put cameras in there,
and from there it’s pretty easy to put 3D models of characters and props,
and the next thing you know you have a little scene. The obvious stage then
is to take it to the animatic level where you work with the storyboards. One
of the other things I’ve done a lot is take Steve’s [Skroce, Storyboard
Artist] storyboards and start blocking those and figuring out timing, like
how exactly the camera moves from board A to board B.
MATRIX: How did the pre-visualization team come into THE MATRIX mix?
RPIN: When we started I was the only pre-viz artist in the Art Department, I think
my first assignment was the Mjolnir. I blocked in the Mjolnir, and after I
finished that Geof was done with his drawing of the Dock. I started that and
then more and more concepts started coming in so we hired another two pre-viz
artists, then the PLF [Pixel Liberation Front] guys came on to do the freeway.
Our department is now about 7 people. In the beginning we focused on the environment
and the modeling, then it went to key frame shots. For key frame shots we basically
frame up a still and take that, which is still really rough, into something
like Photoshop, and paint over it, almost like a mini matte painting. From
there you have an accurate key frame of what the camera is really going to
see of this environment you’ve created, and you can fill it in with people
and atmosphere and lighting etc.
MATRIX: Have you done some of those?
RPIN: I’ve done a couple, as have some of the Concept Illustrators. Marc Gabbana
did some based on key frames taken off the 3D models we created.
So the next step is taken to a more elaborate representation of the key frame.
Right. It would be impossible, at this stage, to put all the detail in Geof’s
illustration into the model. In terms of work flow, we need to keep the model
fairly light because we are outputting a fairly large number of shots for the
animatics. For example, some of these storyboards, some of these environments
are incredibly complex, so we can frame up some shots for the Storyboard Artists
so background elements are all there, and then they can basically draw in the
action that’s supposed to happen on top of that. With this technology
and traditional illustration, the interaction we all have is really seamless.
MATRIX: Is the majority of just about everything turning digital?
RPIN: Pretty much. Even if something is drawn traditionally, it’ll get scanned
in, and once it’s scanned we can use it as a background image; sometimes
we frame up to a storyboard that Steve Skroce has drawn.
The two main environments again are the Zion Dock and the Bottomless Pit, where
everyone lives, and then there’s also the Machine Level. The Machine
Level was pretty interesting, and there were a couple of illustrations done
that tried to capture the feel of what this environment might look like. Based
on those, taking elements from them, I created a kit of pieces that we reconfigured
and came up with something different, but had evolved from the original illustrations.
If you look at the two environments you’d still be able to see elements
from various illustrations, but they’ve all come together digitally in
a 3D world as far as composition and how all that was figured out. The Machine
Level and a lot of the tunnels and sewers the ships fly round in were composed
in the computer. We’ll even take real locations they’re going to
shoot somewhere, and do little camera moves and shot planning. This technology
doesn’t only lend itself to environments that don’t exist.
MATRIX: When you take an actual location, do you 3D model that out as well?
RPIN: Sometimes, most of the time it’s just very simple blocks. For instance,
a cube will represent a building, we won’t get into too much detail because
there’s no point, ultimately you’re going to go shoot film.
ANIMATICS

MATRIX: You
previously mentioned animatics; describe what they are.
RPIN: Animatics are a moving representation of the storyboards. They can be as simple
as taking two dimensional drawings, cutting out pieces, and moving them in
a program like After Effects so you have a very simple two dimensional representation
of movement. What we’ve been doing is actually a 3 dimensional representation
of the storyboards. The 3D animatics are basically simple animations that represent
the shot, and a lot of times involve camera moves and block animation for characters
to get a sense of timing.
MATRIX: Have animatics become more detailed over the last couple of years?
RPIN: It tends to be that way because of the tools available; we have started to
play with things like lighting. Some animatics get pretty sophisticated because,
in order to really get a sense of the story you’re trying to tell, a
lot of times you need elements like lighting, which can describe everything
from an explosion in the shot, to helping to give a sense of scale and depth.
Often, in order to get a sense of the story you’re trying to tell, the
animatic tends to get a little more detailed than you initially planned. An
animatic is using animation on some level to help tell a story, it’s
the next step from the storyboard really. And how sophisticated that is, is
totally dependent on the time and the nature of the shot you’re trying
to create.
MATRIX: Would you say the animatics for THE MATRIX sequels are more detailed than typical?
RPIN: Definitely. Many of the characters, for example the APUs [Armored Personnel
Units], have a lot of movement, and we have to be able to represent a fairly
substantial proportion of that, otherwise the story is not going to be told
correctly. The joints of the APU are very articulated, so that requires some
fairly descriptive animation. The Sentinels with all the tentacles are pretty
involved characters, often we’ll animate just the head and ignore what
the tentacles are doing; that’s an example of something being way more
time intensive than we need to tell the story at this stage.
MATRIX: Do you see technology reaching the point at which pre-viz will be clean, detailed
animation?
RPIN: Probably, it will be fairly close I think. Whatever the technology is though,
for most filmmakers these days, at least if you’re constantly pushing
the technology, the technology is never going to be enough. So you’re
never going to be able to do the entire thing at the beginning because, as
good as you can get it, hopefully when you take it into post and a whole other
team gets their hands on it, they will make it better. I can’t really
imagine losing that post-production element at the end and replacing it with
something, I think the pre-vizes will continue to look better and better, but
so will the visual effects at the end – they chase each other.
MATRIX: It’s a style unto itself. Who is to say you couldn’t do animated
shorts using pre-viz techniques?
RPIN: Yes. I would say a lot of pre-viz will probably approach what game animatics
look like, and game animatics will start to look more and more like film, where
things are currently. One of the things you don’t get too involved with
in pre-viz is texture. It’s really hard to make something look photo-real
without texture maps, so that’s not something we deal with because there’s
really no need. The focus of the animatics really should be on timing, composition
and camera moves.
PRE-VISUALIZING
SHOTS & SETS

MATRIX: How
complicated are Larry and Andy’s shot designs, because those heavily
influence what you’ll be doing?
RPIN: They
only have six shots that they use so it’s really easy! But seriously,
Larry and Andy know what they want, so working with them is actually a pretty
painless experience. If you have a tool you can do unlimited things with and
you don’t know what you want, it can take a really long time to find
something you want. You can explore forever and you can try an infinite number
of combinations, but if you know what you want ahead of time and you’re
using the tool to visualize it, it’s a very efficient process and it’s
a very beneficial process. There’s always room along the way where, through
the process of doing something, you might discover a better solution. It’s
really helpful with Larry and Andy because most of the time they have a pretty
clear idea of what they want, it’s just a matter of getting all the nuances
correct.
MATRIX: Pre-viz was barely used in the first film; are they enjoying the process? Do
they get excited?
RPIN: I
think for filmmakers it must be really exciting to be able to see, even if
it’s in an animatic sort of cartoony level, your vision moving. You can
even start cutting it together if you want to and see how sequences you’ve
had in your head come to life, relatively quickly. A lot of issues Directors
might have can be solved way ahead of time.
MATRIX: When
you’re handed a 5 page storyboard sequence, how long will that take
to pre-visualize?
RPIN: If
the boards are very precise, the time frame always varies. There is no formula
like: the stack of pages is about 2 pounds, so that will translate to two weeks
worth of work. The factors that come into play are, how complicated are the
shots and how many new elements are in the shots that don’t exist in
our library. When I say that, I mean our library of sets, characters, props,
etc.; how many of those elements need to be created new and how complicated
is the animation that’s in the shots? Five panels can be anything from
a day to a week.
MATRIX: How extensive is your library?
RPIN: Pretty extensive, I think we have a 3D representation of just about everything
in the movie. Everything from steam coming off of the digger to the little
wheelbarrow that the Kid pushes when he needs to reload the equipment.
MATRIX: The elements within the settings as well as the settings are all isolated?
RPIN: They
exist independently of each other or in a scene. When you start to do the work
you bring all these pieces together, and then that’s what you’re
working with. It’s like being on the set, but instead of having 6 different
departments all responsible for bringing in whatever they’re responsible
for, like props, you have all that and your stage is the work station.
MATRIX: There are approximately 150 sets being built; who works with the sets first
and how much communication is there between departments?
RPIN: A
lot of sets, after going to the Illustrator for a general concept drawing that’s more a study of what the environment could be, come to the pre-viz
team. What we’ll do is figure out the volumes and try and create the
general feeling from the illustration, turning it into a working 3D environment
where the ceiling can only be six feet tall, or whatever set restriction Owen
has. We’ll try to incorporate elements of the illustration into a set
that’s buildable, and after that stage, after everyone is happy with
the general 3D sketch, we’ll either develop that further in pre-viz or
we’ll send that 3D data to the Set Designers. Owen has used a lot of
CAD Set Designers, so we just send them the file and they start dimensioning
it and doing construction drawings off of the 3D models.
Sometimes after that stage, while the Set Designers are working, we’ll
reframe our environment to match the illustration, and send that tiff file
back to the Illustrator, who will then do a new illustration based on the new
geometry. Sometimes Owen comes to us with thumbnails, with a pencil and a scratch
pad, and we’ll take that and work with him and create an environment,
or work with an Illustrator. For instance, I worked a lot with Simon [Murton,
Conceptual Illustrator] who designed and did a lot of the concept drawing for
what the ships would look like in the interior. I took some of his illustrations
and got into the reality of what the set construction was going to be, and
blocked them out.
MATRIX: As
a pre-viz artist, do you feel you’re more involved in this production
than those you’ve worked on in the past?
RPIN: Probably
more so on this one because of how much Owen is relying on the 3D work to solve
problems. It seems to be the trend more and more;
the more films
I work on, the more involved this is becoming. I think a lot of filmmakers
who are used to doing things the traditional way are seeing the benefits
of having this new Digital Art Department and having the 3D work
in the Art Department.
The great thing about people on this production is they see the technology
for what it is, and they know how to use it to help tell their story. It
becomes a tool, just like a marker or a pen or a drafting table,
you’re not intimidated.
The technology doesn’t drive the production, it’s the other way
around, it’s just another tool or asset.
MATRIX: What are you working on at the moment?
RPIN: The
first completed pass on the Dock that was taken and modeled from Geof Darrow’s
illustration. We did a fly through, which doesn’t necessarily represent
any shots from the movie, but gives everyone a sense of the scale of the space
that we’ve created. We chose to render it in this hidden line view so
you’re not distracted by any lighting or texture. You really want to
evaluate just the model, and it also is, coincidentally, similar to Geof Darrow’s
black and white line drawing. You start out looking at all the main doors that
lead to all the access tunnels, and there’s a central platform with four
bridges going to it. Surrounding the platform are landing platforms, which
are very similar to decks of aircraft carriers on stationary structures that
the ships land on. In the center of the platform there is a crane and gun array.
It’s pretty detailed, but as detailed as it looks, it’s missing
texture, and it’s missing the small things like hand rails, a lot of
the things that will give it even more human scale. It looks really detailed
because there’s a lot in there, but as much as there is, there is probably
50% that’s not there in terms of the little stuff.
MATRIX: Has a physical 3D model been built of the Dock?
RPIN: Yes,
the digital model was made at least a month before the physical model. All
the complex pieces and details you saw on the computer were exported
to a Set Designer in a digital format, and the Set Designer was able to take
that
and turn it into construction drawings the Model Maker could use. In some
cases, the pieces were actually laser cut from digital files. This Dock is
the Model
Maker, Ben Edelberg’s, creation, taking the digital files we gave him
and then translating that into real world three dimensions. Adding the missing
details that I mentioned, things like this maze of pipes that are going to
be added later, will be what Visual Effects does. Actually, on some of the
animatics we’ve built little sections of this pipe because they’re
integral to telling that part of the story.
BACKGROUND

MATRIX: What
is your background?
RPIN: At the time when I started in the film industry, which was about 1995 or so,
it was the big boom time for visual effects. I graduated from Art Center College
of Design [Pasadena, California] with a design background, and my first job
was on Batman Forever at Warner Bros. I started in post-production doing 3D
modeling, and I stayed with Warner Bros. for a while. My interests have always
been to take a lot of the skills and tricks I learnt in post-production and
use them in the Art Department with concept design. I was pushing for a while
to have an internal Art Department, kind of like what ILM [Industrial Light
and Magic] has, down at Warner Bros., but it turned out that most of the production
design work is done on the production side rather than in post. So it seemed
that the next thing would be to leave post and work in pre-production, but
still take these tools with me.
MATRIX: Had anything been developed at that point?
RPIN: At that point workstations were still really expensive and you needed to be
at a facility. Fortunately, within the last few years, the price of equipment
has come down, so I was able to assemble my own gear and approach a Production
Designer showing what we can do with this technology. I told him he didn’t
need to hire a huge production facility, he could have this technology in the
Art Department. That seemed to work out pretty well.
MATRIX: Have you formed your own company?
RPIN: No. Like most people on a production, you’re hired for the job. I just
started working in the Art Department next to the Illustrators and the Set
Designers, so it’s almost like creating this new niche position in the
Art Department. Slowly, what you’re doing applies not only to the Art
Department, but also to the Visual Effects Department, so then you start working
with Visual Effects Supervisors. Then it applies to the Storyboard Artists,
so you start working with the Storyboard Artists, and with Directors. Pretty
soon, it’s almost like pre-viz is a new department that should be part
of production.
MATRIX: When you first started to communicate with Storyboard Artists, how were you
received, being that you’re computer based and most of them are hand
illustrators?
RPIN: I have a traditional drawing background, so I think that helps a lot, because
they actually see you doing some Photoshop work where you’re actually
drawing and you’re not just a programmer, they’re a little bit
more receptive then. Most people respond really well because it’s neat
for them to see what they’ve been drawing moving so early in the game.
MATRIX: What other films have you worked on?
RPIN: After I left Warner Bros. I started a freelance career. I worked at a company
called SimEx and Art Directed a ride film which was entirely digital, all 3D
on the computer. Working at that level there are a lot of tricks and work flow
I learned by working with an old digital environment, which is basically what
animatics are for the most part. After that I did The Haunting, X-Men, and
then The 6th Day. On The 6th Day I worked a lot with the Director, who happened
to be friends with Owen, so he introduced me to Owen, and Owen of course is
the Production Designer on THE MATRIX, we talked and here I am.
MATRIX: Generally, how long is a pre-viz department on a production for?
RPIN: Usually pre-viz happens in pre-production. I think filmmakers are realizing
now, the earlier they can get pre-viz on the project, the more beneficial it’s
going to be for them. So, generally pre-viz is in pre-production and a lot
times you go into part of production, because a lot of what you’re working
on are scenes they’re going to be shooting later in the production schedule
that they haven’t finished yet. Often, with the work that’s done
in pre-viz, you become fairly intimate with the scene. Because you’re
dealing with so many elements, you know the scene really well, so a lot of
times it’s beneficial to be around on the day they actually shoot the
scene. You might end up in post because there is so much digital data that
you need to hand it off at some point, and to make the transition of handing
it off smoother, it would be helpful to talk someone through all the models
and finals. But most of the time you’re only in pre-production and a
little bit into production.
MATRIX: Have you had the opportunity to read the scripts?
RPIN: Yes, that’s one of the first things we did. I was very excited to read
the scripts because I really enjoyed the first movie. I was really interested
to see where they were going to take it. From what I understand, it was always
a bigger picture than the first movie anyway, which was really good to hear.
The scripts are great, it’s really nice to be creating visuals and animations
for a project that’s got a very creative origin and an engaging story.
It’s not just about the visuals, the visuals support this idea. The scripts
are pretty cool.
MATRIX: Thanks
Rpin
Interview by REDPILL
May 2001
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