spin maxpayne inferno maya max mudbox
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Summary
Make no mistake: Detective Max Payne is tough.
That’s especially true when he’s angry. And somebody
has made him very, very angry indeed. Such is
the cursory premise o director John Moore’s MaxPayne, a big screen, live action version o the popular
video game starring brawny actor Mark Wahlberg in
the title role. When you throw in a mercenary and
corrupt pharmaceutical company; a hallucinogenic,
hyperaddictive drug; and hordes o truly gnarly ying
demons; and…well, you know things are going to get
complicated.
Toronto-based Spin Productions knew rom the
outset that Max Payne would be a complex project,
and it went at the ilm with gusto. Harnessing its
design, animation, and modeling exper tise, not to
mention its prowess with several Autodesk Media
& Entertainment products, the Spin team helped
transorm the dark premise into a stylish, sleek, andbravely brooding piece o graphic novel-style art.
Spin Visual Eects Supervisor Je Campbell, Senior
Eects Artist Tim Sibley, Rigging Supervisor Glen
Chang, and Modeling Supervisor Erin Nickolson sat
down with Autodesk to talk about the challenges
and triumphs o the lm.
The Setup
Spin’s initial introduction to Max Payne came w
Everett Burrell, the ilm’s production supervi
approached the company – and ten others – w
series o HD plates:
“The plates were preliminary shots or a huge
terriying drug sequence,” says Campbell. “ Ev
basically gave them to eleven dierent compa
and let us go at it. I actually used Inerno as a
or design and experimentation or our pitch. I
the system’s interactivity, and it enabled us to bri
entire sequences, try eects, and nd out immed
what was working and what wasn’t. In the end, th
liked our look best, and we won the job.”
The pivotal scene in question here sees Detect
Payne emerging rom the icy waters o what lo
like New York’s Hudson River, where he has co
close to drowning ater eluding two men who whim dead. His body temperature plummeting, P
realizes he must ingest two vials o Valkyr, an il
drug that makes its users eel superhuman be
dropping them into hopeless addiction, i he i
wreak his vengeance on the men who murdered
wie and inant son.
Needless to say, he swallows the viscous blue l
As soon as he does so, all that was cold turns bl
hot, including the multitude o snowlakes ly
through the air.
SPIN (www.spinpro.com)
Toronto, Ontario
Vancouver, British Columbia
Los Angeles, California
Atlanta, Georgia
Autodesk® Maya® software
Autodesk® 3ds Max® software
Autodesk® Inferno® software
Autodesk® Mudbox™ software
I particularly like to useInerno as a tool or designand experimentation.I love the high speedinteractivity. It enablesus to try a multitudeo eects elementsand looks, and nd outquickly what works andwhat doesn’t. In the end,they liked our look thebest, and we won the job.
— Je Campbell
Visual Eects Supervisor
Spin
© 2008, 20th Century Fox, Image courtesy of Spin Productions.
Feel the Payne.
Spin Conjures Up the Devil (and HiMinions) or John Moore’s Max Payne
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© 2008, 20th Century Fox, Image courtesy of Spin Productions.
On the test we did or our pitch, we showed a
nowlake transorm into a glowing ember,” says
ampbell with a smile. “Our reerence came rom
ghting some cotton balls on ire and trying to
mulate the look. Thanks to our own Tim Sibley
nd the magic o Autodesk® Maya® sotware Particle
ects, it turned into a great eect.”
ut that wasn’t all. A ter seeing Spin’s creature work
n the upcoming lm Outlander, Moore and his team
ecided to entrust the lms multitude o demons
o the company’s capable hands. That decision
would result in some o the ilm’s most arrestingnd memorable scenes.
he Challenge: The Devils and Their Details
The Demons presented an enormous challenge or
s,” says Sibley. “But we kind o have ourselves to
lame or all the work. Initially, John was thinking
bout keeping the Demons in the shadows, or having
his super-quick, erratic motion. Working rom sketches
rawn by designer Rob McCallum, we built this weathered,
atty look or the immense wings, and John just loved it.
We had a great time doing it, but each eather’s geometry
nded up being very heavy and signicantly slowed down
ur renders. It was a bit o a concern, but we got it done.”
he rst and most compelling shot o one o the Demons
omes during what is, in this reporter’s opinion, the lm’s
gnature shot. Approaching a clearly troubled Valkyr
unkie or inormation, Payne tries to coax the man back
om a window ledge. Realizing that his inormant is about
o plunge backwards to his death, Payne makes a last,
esperate dash towards him. As he does, the scene turns
o hypnotically uid slow motion, and we see a hovering,
articularly earsome Demon grab the man’s shoulders
nd yank him backwards out the window.
The shot where the junkie is pulled out the window
was a big challenge, and a big milestone or us,” says
ampbell. “From that point on, the look o the Demons
hanged rom very erratic, blurry creatures into thesextremely precise, winged monsters moving in slow
motion. When John saw that shot, he wanted to do
very shot like that. We explained that the shot was
lmed at 150 rames per second, but he said that was
he look he wanted, and we got to work. That entire
cene was created using Autodesk Maya, including
ll the interiors and exterior shots. Only the window
rom which the character is pulled is practical.”
espite his enthusiasm, Moore remained skeptical
hat 3D was the way to go or many o the remaining
Maya, 3ds Max, and Mudbox were absolutely critical toachieving the distinctive, demonic look and eel o MaxPayne, and Inerno proved to be a antastic conceptualand creative tool or dening and realizing that vision.
Autodesk, Inerno, Maya, Mudbox, and ds Max are registered trademarks or trademarks o Autodesk, Inc., and/or its subsidiaries and/or afliates in the Uor other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2008 Autodesk, Inc. All rights reserved.
Demon shots. To convince the director o its skills,
the Spin matched 3D moves with actor Mako Hindy,
who had been tapped to play the lead Demon, complete
with wings.
“I began modeling the creature based o o the physical
reerence o the actor and his prosthetics,” explains
Nickolson, Modeling Supervisor on the lm. “I took many
reerence photographs and modeled the animation mesh
in 3ds Max. The wings were modeled o o a concept o
Bojan Zoric, Spin’s Lead Mattepainter and Texture Artist.
Placing the eathers was very tricky, as all o the larger
ones were created individually or with path constraints.
I used the Shave and a Haircut plug-in included with
Autodesk 3ds Max to brush in some o the random
eathers at the top edge o each wing. Overall, it
was a un and relaxed creative experience.”
Maybe so, but the resulting scene, though denitelycreative, is anything but un and relaxed.
“Just to prove that our CG Demon could keep up
with Mako, we did a side-by-side comparison,”
says Campbell. “We had ull-rame shots o Mako
doing some really cool movements, and we put
our CG Demon right beside him doing the exact
same movements. John was so blown away that
he gave us extra shots. We ended up being tight
on animators to get all the work done, but we’re
really happy the way things turned out.”
The Result
In all, the Spin team completed 107 complex shot
the lm, together with some 40 more or the eve
DVD release, and they did it all in just 12 weeks. S
o those shots included some particularly evoc
computer graphics (CG) breath and body heat emi
rom the characters, enhancing the sense o cold
heat within this city where it always snows an
sun never shines. While Campbell credits Autod
Maya® and Autodesk® 3ds Max®, along with Autod
Mudbox™ sotware, as critical to the look o the l
comes back to Autodesk® Inerno® sotware or
personal praise:
“I love the interactivity o Inerno, and it was partic
great or the pitch that won us the job,” he
says thoughtully. “I was able to assemble a
o critical elements, including iery skies an
visions o the Demons, and do it very quickly. I l
to shoot practical elements rom all kinds o diereperspectives, but Inerno allows us to track quickly, a
great or importing entire sequences. One death sce
or instance, involving the Natasha character, prove
amazing Inerno can be. I imported the entire seque
and was able to convince the director and the clients
it would all work out. Inerno was a antastic timesav
In the end, one thing is certain: creating so
spectacular shots in so little time, it’s clear
Max Payne has nothing on the team at Spin.
Spin is currently working on the upcoming
Twentieth Century Fox release o Dragonball.