When your creature is a mix of a pangolin and star-nosed mole (oh, and bigger than a plane)

February 14, 2024

How Framestore made the Frost Vark in Monarch: Legacy of Monsters, plus behind the scenes of their Brambleboar.

The first season of Monarch: Legacy of Monsters features a wealth of complicated creatures, including the Frost Vark and the Brambledoar contributed by Framestore.

These beasts, the first situated in an icy environment and the second amongst the forest floor, were both brought to life as completely digital creations, and often needed to interact closely with live-action actors.

Framestore visual effects supervisor Arek Komorowski tells befores & afters what went into the beasts.

Check out the interview below, and don’t miss our other Monarch coverage here.

Framestore’s Frost Vark

b&a: For the Frost Vark, what did Framestore look to for both design elements and also reference in terms of behavior and performance and motion for the creature?

Arek Komorowski: When conceptualizing the Frost Vark, Framestore found inspiration in the unique fusion of a pangolin and a star-nosed mole, enhanced with a menacing mouth full of jagged teeth and formidable claws. Real-life animals, including rhinos, star-nosed moles, bears, polar bears, and hippos, served as crucial references for capturing the creature’s behavioral nuances. Clips depicting the aggression and hunting instincts of these animals were instrumental in portraying the Frost Vark’s temperament and size on screen.

b&a: What were some of the very specific technical challenges of the ‘plates’ of this creature and the mouth tentacles, in terms of simulating these in shots?

Arek Komorowski: The technical intricacies of bringing the Frost Vark to life included simulating around 2000 scales covering its body and the independently moving tentacles of its snout. Achieving a balance between realism and the fantastical nature of the creature posed significant challenges. Ensuring the appropriate tissue jiggle for a massive appearance and implementing a CFX simulation for the scales that not only prevent collisions on the technical side, but also portray appropriate weight and motion that feels natural and has subtle variations, demanded meticulous attention to detail and technical finesse.

b&a: What were your approaches to integrating the creature into daytime and nighttime snowy shots (ie.things captured on set, dealing with snowy backgrounds, integrating with snow and ice etc)?

Arek Komorowski: Our approach to seamlessly integrating the Frost Vark into both daytime and nighttime snowy shots remained consistent, ensuring a cohesive visual narrative across different environments. The challenges posed by plate photography, which lacked any ground interaction with the creature, necessitated a reliance on FX simulations once the animation of the creature was finalized.

To enhance the integration process, we meticulously crafted two variations of digital environments derived from set and location photography—one for daytime and another for nighttime shots. Given the creature’s substantial size and dynamic movement, significant portions of the environment were built to a relatively high resolution. This meticulous attention to detail was crucial in capturing the nuances of the Frost Vark’s interaction with its surroundings.

The lighting conditions for both sequences presented distinct challenges. In the daytime sequence, shot in a location with bright sunlight reflecting off the snowy ground, we had to carefully navigate to prevent the Frost Vark from losing its mysterious and menacing aura. Conversely, the nighttime sequences, filmed on a soundstage, posed challenges in recreating set lighting to make a creature of such size appear natural in a dark, moonless environment. This thoughtful approach to both lighting and environment construction ensured the Frost Vark seamlessly inhabited the snowy landscapes, contributing to the overall realism and impact of the creature’s presence in the narrative.

Building a Brambleboar

b&a: What kinds of things could production utilize on set for the Brambleboar to interact with Cate?

Arek Komorowski: On the set of the Brambleboar sequence, shot in a forest location, various elements were utilized to enhance the creature’s interactions with Cate Randa. The incorporation of a lidar scan on the set provided a detailed three-dimensional map, aiding in the seamless integration of the CGI creature into the practical environment.

To isolate the Brambleboar behind foliage in certain shots, a bluescreen was employed. This technique allowed for efficient compositing, ensuring that the creature could be realistically positioned behind natural elements such as trees and bushes.

For actor guidance and spatial awareness, a dummy sphere was strategically used. This not only assisted the actor in visualizing the creature’s presence but also facilitated more convincing and well-timed performances in response to the Brambleboar.

In addition to visual aids, a unique method was employed to simulate the boar’s breath interaction with Cate’s face. A blow gun was utilized on set, providing a practical and tangible effect that enhanced the realism of the creature’s presence. This careful combination of practical and digital elements contributed to the overall authenticity and impact of the Brambleboar’s interactions with Cate in the forest setting.

b&a: The creature is so organic in nature, what kinds of details did you add to the creature to give it that look, and any particular details for adding and simulating these things?

Arek Komorowski: To infuse the Brambleboar with an authentic organic appearance, our approach involved meticulous attention to detail and a combination of elements to capture the essence of the creature’s concept, which aimed to fuse local vegetation with a large boar.

In our design process, we extensively studied various foliage references, drawing inspiration from the natural world to inform the integration of branches and foliage onto the creature. Additionally, the exploration of decomposing flesh references added a layer of realism to the Brambleboar, emphasizing its organic and otherworldly nature.

One of the notable challenges faced in animation was the inclusion of branches on the boar. These branches, rigidly attached to the body, presented animation challenges by inheriting significant movement. This posed a risk of diminishing the creature’s intimidating presence. To overcome this hurdle, our animators employed careful techniques to ensure that the movement of the branches was controlled and purposeful, maintaining the Brambleboar’s menacing demeanor.

To further enhance the creature’s authenticity, a groom simulation was instrumental in replicating various moss types growing on the boar. This detailed simulation added a layer of realism, creating an intricate and visually appealing texture that contributed to the overall organic look of the Brambleboar.

b&a: Can you talk about ‘building up’ a performance of the creature, in terms of moving from say early animation to final — what kind of notes did you give animators, and also receive from production, to produce the final performance?

Arek Komorowski: Building up the performance of the creature, in most cases unfolds across three key animation stages: blocking, primary, and final. Each stage serves as a crucial checkpoint for feedback and refinement, ensuring the evolution of the creature’s performance aligns with the creative vision and narrative requirements.

In the initial blocking stage, the focus is on “blocking out” the performance. Animators establish the foundational movements, defining the broad strokes of the Brambleboar’s actions and interactions. This phase allows for a rough visualization of the creature’s behavior and spatial relationships within the scene and timing. At this stage, collaboration with the production team involves providing an initial presentation for comments and feedback.

During the blocking stage, specific notes may involve capturing the essence of the creature’s personality and ensuring alignment with the narrative tone. Feedback from the production team may address overall movement dynamics, spatial awareness, and the integration of the creature with the surrounding environment. This stage sets the foundation for subsequent refinement.

Moving to the primary animation stage, animators delve into finer details, refining the movements and adding more nuance to the creature’s performance. This phase incorporates feedback received during the blocking stage, aiming to enhance the realism and emotional expressiveness of the Brambleboar. Iterative presentations at the primary stage allow for ongoing collaboration and adjustments based on the evolving vision for the character.

The final animation stage is the culmination of the iterative process. Animators polish every detail, ensuring fluidity, coherence, and seamless integration of the Brambleboar into the live-action footage. Feedback at this stage may involve nuanced adjustments, fine-tuning expressions, and addressing any remaining technical or artistic considerations.

Leave a Reply

Don't Miss

Capturing what is to be The Thing

From on-set motion capture to final performance. An excerpt from

This puppetry behind the scenes for ‘Prehistoric Planet: Ice Age’ is just so fun to watch

A new feeaturette about the on-set puppetry has been released

The art of re-skinning

The stand-in proxy F3 cars, the picture cars, the tracking

Discover more from befores & afters

Subscribe now to keep reading and get access to the full archive.

Continue reading