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  • Luma Pictures Hits New Heights with "Underworld: Evolution"


    A Lead House on Sci-Fi Spectacular Studio Reveals Its Mastery of Creatures & 3D Environments

     

    SANTA MONICA, CA - In the most ambitious project in its 4-year history, Luma Pictures served as lead visual effects house for the new Lakeshore Entertainment blockbuster: UNDERWORLD: EVOLUTION, now screening worldwide. The studio created approximately 200 visual effects shots for the film, including numerous fully articulated 3D creatures who interact with live action characters and who have the ability to transform into human form-frequently very close to camera. Additionally, the studio designed and produced an expansive and fully CG medieval fortress environment, one of the film's principal locations.

    It was a coup for Luma to secure the role of lead visual effects provider on UNDERWORLD: EVOLUTION, one of the most anticipated sci-fi/horror films of the year and the sequel to UNDERWORLD, one of 2003 surprise hits, bringing in more than $100 million in revenue. The feat underscores the studio's rise from boutique start-up in 2002 to become one of Hollywood's fastest growing suppliers of high-end visual effects for feature films.

    Luma earned the confidence of Lakeshore through work on several previous titles, most notably last summer's THE CAVE, where it was the soul provider of CG intensive visual effects involving 3D creatures and environments. The studio also had an established relationship with the film's director, Len Wiseman, through the original UNDERWORLD, for which Luma served as a supporting VFX studio, completing nearly half the visual effects shots in that film.

     

    Still, Luma had to win the assignment in competition with several much larger visual effects providers. "It took some convincing and a projected screening of our CAVE creatures to tip the scales in our favor," said Luma Visual Effects Supervisor Payam Shohadai. "Once we won Len's confidence, we were given the opportunity to produce nearly every CG-intensive VFX shot in the film, including all of the 3D creatures and 3D environments."

    The key to Luma's success is its ability to generate extremely sophisticated visual effects with high efficiency. The studio produced the effects for UNDERWORLD: EVOLUTION in just eight months with a staff of 50 artists. Luma has built what may well be one of the industry's most efficient pipelines for visual effects production and has assembled a team of very talented and ambitious artists.

    "We are very fortunate for the staff we have," explained Shohadai. "Other facilities capable of similar work often need twice the time and three times the staff to get the same job done. We know how to pick talent, from management to artists, so there are many superstars on our staff. When you have such a high concentration of talent in one place, everyone feeds off of each other and makes better art and better tools for creating the art."

     

    Luma's CG creature work appears in more than 100 shots in UNDERWORLD: EVOLUTION, and includes creatures representing alter egos of several of the film's principal characters as well as CG body extensions such as wings and talons. As characters regularly transform from human state to bestial form, Luma also had to produce digital doubles of the talent for use in creating the complex transitions. "Many of the shots are so well executed that they are routinely mistaken for practical animatronics. We have had prospective clients ask us to see the preliminary animatics and wire frames because they simply did not believe that they were looking at CG," commented Shohadai.

    "Markus, the main antagonist, required a CG incarnation of his human state and his creature state," Shohadai added. "Michael existed in three forms, one human and two creatures, each of which had to be created in 3D. There were also the main CG Werewolf characters; Markus's white werewolf brother William, and a variety of secondary characters who are featured prominently-a peasant who transforms to a wolf, a burning corpse that transforms into a burning creature."

    The transformations could not be simple morphs. Rather, they had to occur organically and with great complexity. "The creatures' skeletal systems needed to change, stretching the muscles and tissue with it," explained Luma CG Supervisor Vince Cirelli. "Skin needed to roll over bone mass, veins pop and blood spurt. One of the transitions happens so close to camera that you can see its pores."

     

    Luma accomplished the transformations with a variety of off-the-shelf and proprietary tools. Artists used Pixologic's ZBrush to define skeletal transformations using just a few low resolution base meshes. Luma's staff created their own plug-ins for character rigging, including a capsule deformer that allowed independent control over different aspects of the character transitions.

    "The transformations had to look painful and sporadic," said Cirelli. "For this we devised underlying influence objects that pushed and pulled the skin. That was sequenced with a shader that output passes for compositors to make capillaries burst and skin bruise. We also employed stress maps to raise the creatures to photo-real level. Even with all this technology, the creatures would not look like they do without the incredible work of the modelers and texture artists here at Luma."

    As impressive as are the creature effects, Shohadai is most proud of the studio's work on the CG fortress. For that, artists worked without photographic reference material, creating the environment virtually out of thin air. "It is much harder to create something photo-real without a specific reference and becomes increasingly difficult as you introduce environmental elements, such as a stormy sky, snow, a lake, a cliff, fog and mountains. Each addition raised new questions about lighting and scale." Shohadai observed.

     

    "For the fortress, we only had a sketch from the production designer outlining a general layout," added Christopher Sage, Luma's texture and environment supervisor. "We gathered a large amount of reference materials from various public sources, but the director had something very specific in mind and the photos of existing castles that we found were less than ideal. We were able to take generic cues from the material we had compiled and the back-story of the film to develop a language to create this enormous and menacing castle."

    In the two years since it worked on the original UNDERWORLD, Luma has not only added resources, it has also learned a lot about what it takes to manage complex visual effects projects. "Aside from the core group of artists and overall philosophy, there isn't much comparison between where Luma was during the first UNDERWORLD and where we are today," said compositing supervisor Justin Johnson. "The staff has grown from 15 to 50 and we have switched to the Mac platform, which has added to the speed and simplicity of our pipeline. Project tracking, render farm submission, file structure generation, reference tracking, image conversion, shot review, multi-pass rendering management and many other aspects of our pipeline are now handled through proprietary technology."

    The structural and artistic advances Luma has made are apparent in the product they deliver to the screen. "From the start of UNDERWORLD: EVOLUTION, we wanted to seize the opportunity given us, and we set the bar very high," said Shohadai. "In doing so, we now have a very solid foundation in character work that we can apply to future projects. The next character film we do should produce some very exciting stuff."

    Press Releases


    2010 | 2009 | 2008 | 2007 | 2006 | 2005 | 2004 | 2003
    • 02-12   Come on, Sneak. A. Peak.

      And see how Luma Pictures brought Medusa and Poseidon to life on the big screen

    • 08-02   Luma Re-Teamed with Joel & Ethan Coen for A Serious Man

      Film's Sole VFX Supplier, Studio Delivers 100 Shots Including 3D Village and Panoramic 3D Matte Paintings

      07-01   Luma Pictures Applies Its Wizardry to HP6

      Studio's Clever Illusions Include a Bronze Owl, a Mysterious "Love Potion", Flying Books and a Malevolent Necklace

      04-29   Luma Helps Bring "Wolverine" to a Thrilling Close

      VFX Studio Delivers 125 Shots for Latest X-Men Epic

      04-01   Lindsay Burnett Joins Luma as Director of Business Development

    • 10-20   Luma is the Powerhouse that Lights the "City of Ember"

      Massive CG Environments, Water Simulations and a Giant Star Nosed Mole Highlight 100+ Shot VFX Package

    • 11-06   Luma Creates Texas-Size VFX for "No Country for Old Men"

      Studio Sole VFX Vendor for Coen Brothers Drama

      04-27   Luma Achieves Towering Results for "Pirates of the Caribbean: At World's End"

      Working in support of ILM, studio ropes in films' spectacular "Calypso" sequence

      03-23   Luma Pictures delivers invisible VFX for "First Snow"

      01-09   Luma goes croc hunting with Touchstone's "Primeval"

      In one of its most technically ambitious projects to date, Luma Pictures served as lead visual effects house for PRIMEVAL, Touchstone Pictures' new horror film

    • 12-05   Luma reates beautiful intense VFX for "Apocalypto"

      Studio Tapped to Produce Everything for a CG Butterfly to Intense Action for Jungle Epic

      12-04   Luma Creates a White Christmas for "The Holiday"

      Luma Pictures made sure there was snow for The Holiday in providing visualeffects services for Sony Pictures' new romantic comedy.

      12-01   Luma is excited to begin work on the latest Cohen Brothers feature film project No Country for Old Men

      Acclaimed filmmakers joel and Ethan Coen will write and direct it for a2007 release

      09-07   Luma Pictures Works Magic in "The Covenant"

      Studio Ventures into the Supernatural with Renny Harlin Thriller

      05-01   Luma goes on the hunt for a Killer Crocodile with the latest award of Touchstone Pictures'"Primeval"

      Luma will take this one on, solo, as it increases its presence as a VFX contender in themarket

      01-13   Luma Hits New Heights with "Underworld: Evolution"

      A Lead House on Sci-Fi Spectacular Studio Reveals Its Mastery of Creatures & 3D Environments

    • 09-29   Luma Pictures Takes a Bite Out of "Into the Blue"

      Studio Creates 3D Sharks & Gore for Ocean Thriller

      08-23   Luma Delivers 200+ CG Shots for Lakeshore's "The Cave"

      3D Creatures that Battle Humans and Sprawling Underground Environments Highlight Huge CG Package

      06-20   Luma Signs with Finn Saxon for Commercial Representation

      05-31   Luma Pictures Tames the Beast for Nike

      CG Studio Blends Nature and Basketball in First TV Commercial Assignment

      03-22   Luma Pictures Tapped for VFX on "Underworld II"

    • 09-16   Luma Completes 150 VFX Shots for "Sky Captain and the World of Tomorrow"

      Santa Monica Studio Creates Films' Stunning Underwater Battle

      09-07   Luma Pictures Powers "Zoom"

      Studio Creates VFX for Sony Pictures Release

      02-18   Luma Pictures Expands, Moves to Santa Monica

      Animation & EFX Studio Eyes Commercial Work, Embarks on Key Feature Projects

    • 12-03   Luma Creates Invisible Effects Robert Benton's "The Human Stain"

      Boutique VFX House Creates Innovative and Invisible Visuals for Film Starring Kidman and Hopkins

      12-01   Luma Pictures is Coming to Town with "Bad Santa"

      09-30   Luma Explores the World of Vampires and Werewolves for "Underworld"

      Visual Effects House Crafts 3D Environments, Creature Transformation and More for Stylish Horror Film

      08-26   Luma Pictures Wins VFX Package for "Wicker Park"

      07-01   Luma Debuts with EFX for Charlie's Angels: Full Throttle

      Los Angeles Visual Effects House Produces EFX Packages as Vendor for Sony Pictures Imageworks

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