Phil Tippett explains how Dennis Muren and ILM made it happen…just.
Luma Pictures breaks down its invisible effects work.
Glassbox Technologies already has DragonFly. Now meet BeeHive.
How the heck do you do that, anyway?
Looking back at ILM’s evolution sequence for the film.
Imageworks’ VFX breakdown for that ostrich chase in ‘Jumanji: The Next Level’.
A constantly updated round-up of my other VFX coverage.
Behind ‘Watchmen’s’ raining squids sequence.
2D, 3D and confidence arcs.
A huge amount of work went into just the desert for this ostrich sequence.
Halon breaks down a single previs moment from ‘The Call of the Wild’.
A deep, er, dive on the early ILM particle system tool, psys.
Monsters made of crayon and glitter.
Including a visit to Weta Workshop, a chat with ILMxLAB and some old-school ILM model shop props.
A practical effects explainer.
A behind the scenes gif. Every week.
The director talks Sonic’s re-design and what it took to plan, shoot and post the film.
Video breaks down use of LED walls, Unreal Engine, ILM’s StageCraft and other tech.
Actually, a billion times. Here’s some neat behind the scenes.
Universe 3.2 has just been released.
So, what was the first version you used?
The director shares behind the scenes details.
A 50 minute video breaking down the battle scenes.
This DNEG VFX reel breaks down key scenes.