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PRE VISUALISATION


POST


previs before they’ve actually shot the series. Fluid has built previs in both Maya and Unreal


Engine for factual TV series like Your Home Made Perfect and Your Garden Made Perfect for Remarkable Television, and for many documentaries involving historical recreations. “We’ll fly around Unreal and create some shots


Top: A side by side showing


Painting Practice’s visualisation work on Paramount+ seriesHalo


to try and get the sign-off,” says VFX Supervisor Lawrence Pankhurst. “When developing a city, we’ll previs it to a certain level so that clients can approve the city, and then we’ll previs the camera moves. After this, we can [increase the level of detail] on just the important areas, just doing one street or around a few buildings. Previs makes it a lot more efficient way to work.” Pankhurst says previs is essential for the


Remarkable Television shows, where people can explore a CG environment of their future house or garden: “[Previs makes sure] it all fits into the room. We’re informing people not how to shoot, but where to shoot so that it’ll fit into the [CG environment].” Milk VFX creates visualisations using Unreal to


get everyone on the same page before shooting, according to VFX and realtime supervisor He Sun. “The power of Unreal Engine is its interactivity,


[including] for lighting and shading which play a big part in cinematography,” he adds. “It helps the DOP and director to visualise their shots much closer to the final look. You can move stuff around, drop in a new camera in a matter of seconds, there doesn’t need to be any waiting.” “Using the game engine for rendering increases


the rate of turnover dramatically,” agrees Ristich “Integrating live streams of motion capture and camera capture into a single ‘render point’ allows the volume of previs generated by a small team to dramatically increase.” It is not without issues – Ristich says there’s a lack


of standards for terminology for one thing, while TTF has had to develop training programs that take existing Maya artists and develop a language to translate their knowledge into game engines.


INTEROPERABILITY According to He Sun, the reluctance of some directors or producers to previs comes from the view that assets created in previs can’t be transferred into post. While Sun says this hasn’t been fully resolved, he says that especially with the rise of Unreal Engine you should be able to carry some assets created in previs through to a stage later down the line. USD and other interoperable formats are streamlining this. “A good example is a bit of previs for a project that


would use a LED stage,” he adds. “We storyboarded the whole thing in Unreal Engine then we levelled up all the previs environments we had for content that was going to run on the LED screen. “You need to plan it carefully,” he adds. “Not


everything can be transferable or can reach the fidelity that we need. I recommend you use the same company and same supervisor as your VFX, but then you could make that workflow a little smoother.” Disney+ series Moon Knight saw Framestore Pre- production Services (FPS) carry out 100% of the previs


Spring 2023 televisual.com 113


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