From Bones to Comp

The conference focuses on the evolution of El Ranchito’s work methodology for the creation and integration of hyper-realistic creatures for film and television. We will also talk about the company and its recent acquisition by The Fuse Group.

Our clients are increasingly asking us to create hyper-realistic animals and creatures that do not appear to have been computer generated. We have developed a work methodology that includes everything from the skeleton, the muscles, the tissues, the wrinkles, probabilistic hair shaders and the styling of millions of hairs, to the lighting and the final composition. We use over 500 reference images and videos in this process.

In the session we will show the basic geometry that we use to create any type of quadruped, from a deer to a lion, a dog or a horse. We will also analyze aspects such as the transition of characterfx from Maya to Houdini, rig of muscles and dynamics, fascia, wrinkles, high resolution mesh multisolver with collisions, combing millions of hairs, total control of the final appearance of tens of millions of hairs with their dynamics, optimization of cache generation and render times. Finally, we will address the preparation and automation of the render layers so that the compositing department can have full control of the final look of the creature.

Event Details
Location
Speakers
El Ranchito
Characters Supervisor
El Ranchito
VFX Supervisor
El Ranchito
Head of 2D
Event Details