Shrek 2 How-To
mblase writes "Animation World Magazine has an article online about some of the technical hurdles Dreamworks Animation had to overcome in making "Shrek 2". With November's "The Incredibles" being Pixar's first movie to feature an all-human (er, superhuman) cast of characters, it's interesting to watch how these two studios push each other to the limits of computer animation."
I saw Shrek 2 last night and was shocked at the quality of animation. The textures, facial expressions, and especially lighting were all amazing. Certain scenes or shots were a little less impressive, but even in looking at the first five minutes (Shrek2.com} you can see the improvements they've made since the last one. It's also worth noting that there were huge improvements between Toy Story and Toy Story 2.
I personally thought that the facial expressions of the characters in Shrek and Shrek 2 were the best part of the movies. It gave it a character that most other animated films don't have (save for a few, most recently Finding Nemo).
Shrek 2 was an amazing movie, and as a college student I and the rest of the group of ~15 people that went thourougly enjoyed it. It was funny, had an interesting story, and held our interest for almost 2 hours.
I don't think your post is a troll, but I completely disagree with you.
They re-wrote an entire renderer? Granted, Shrek is still behind some of Pixar's work but i've got to ask... Why not use some of the other renderer tools out there?
Hmmm.
Have you even gone to see Shrek 2? It is amazing, especially compared to the first. My wife and I love to go to movie openings, so we decided this time to take our 2 year old to Shrek 2 opening. He loved it, sat and watched the whole thing.
Back to the animation, the atmosphere/environment in Shrek 2 is amazing. The hair, faces and movement of the characters is definately cutting edge. Please don't expect a sad sequel, Shrek 2 is much better than the first, in both animation and script.
With November's "The Incredibles" being Pixar's first movie to feature an all-human (er, superhuman) cast of characters, it's interesting to watch how these two studios push each other to the limits of computer animation."
It's too bad SquareSoft screwed up so badly with the Final Fantasy movie. I'd have liked to see them be the third big player in this field. Their visuals were absolutely stunning, but the plot left a lot to be desired.
Pixar and Dreamworks, as far as I know, haven't tried to do a non-cartoony movie, but even with knowing how good their teachnology and artists are, it would be quite hard to compare to the level of detail the FF movie had.
Am I alone in wanting a completely computer-generated movie that looks real instead of cartoony and actually has a good plot?
As CG gets more and more realistic, I think we'll start to see a different kind of movie star, one who can do excellent voice work instead of just looking daring/pretty/hunky/etc.
I'm in the hole of the broadband donut.
I liked both Shrek movies for what they were... funny movies that relied on a lot of good sight gags.
Beyond that, Pixar is absolutely head and shoulders above DreamWorks in storyline, casting, (which is an underappreciated aspect of their films imo) and digital effects. Their movies are significantly more complete, better voiced, and more visually stunning than anything else, hands down.
Little Bricklets
Yeah, I saw all of that. Nonetheless, the majority of the film took place in front of a blue haze.
Don't twist my words around to make it sound like I was insulting Pixar's work. But I believe entire forests and cities and castles globally illuminated and such can be just as much work if not more so than animating dust particles and refracting light through water.
Like I said, I know people spunk all over their screens at the mere mention of Pixar, but let's not bash Dreamworks just because we're fanboys. Shrek 2 looks fantastic.
Pixar and Dreamworks, as far as I know, haven't tried to do a non-cartoony movie, but even with knowing how good their teachnology and artists are, it would be quite hard to compare to the level of detail the FF movie had.
Look, it is CG. It is, for many years at this rate of technology, going to look like CG if you do the entire movie in it. You can either play with it or you can look like a clown trying to ignore it.
I think that the biggest problem with Final Fantasy was the fact that it did look animated. There was too much seriousness going on with animated characters. It just didn't sell as a human drama. It wasn't a human drama. It WAS A CG DRAMA. This is the difference between the best film you've ever seen, and being up front row with the worst play you've ever seen. The play is still more immersive.
The movie was, in a nut shell, as well thought out as one would making Shindler's List an animated movie... or telling Frank Zappa to keep it clean, straightforward, and don't go over anyone's head. Even Mizayaki doesn't try to give a 'most realistic looking people' project. And he does animation like a master.
Final Fantasy the movie failed because it played to all of the disadvantages, and none of the advantages of the medium. ART is never about, "toning it down."
"Let's impress people by how real we can make it."
NO! NO! NO! Bad idea! Comics and animated characters are loved for their elasticity and style. You just don't try to make a style that is "indistinguishable from normal." That is playing to all of the disadvantages, and none of the advantages of the medium. Good actors don't try to be "normal." They try to be extraordinary. All good art tries the same.
If they wanted drama, good acting, and suspense, they should stick with real actors.
If you want unreality... elasticity... uniqueness... style and art, then you go with an animated medium.
Final Fantasy was shortsighted. They thought the cutscenes in the game could be a movie. It is like saying, "let's remake the Godfather movies, but use CG instead of actors! Make it real serious! That'll show this CG is a serious medium!"
Having said that... what is the deal with Dreamworks ripping off ideas from Pixar?
I'm talking about Antz and the forthcoming Shark Tale. The Bug's Life/Antz controversy, as you may recall, caused quite a stir in the computer animation circles - I seem to recall someone at Pixar complaining about being the 'R&D dept. for PDI'. But now we have this other underwater movie, which seems an awful lot like it was inspired by Finding Nemo.. but with massive cash thrown at voice talent (check it out) and dumber-looking sharks.
'Bruce' and gang from Nemo were much more interesting visually than this goofy Dreamworks clown-shark if you ask me.
If Jesus wants me it knows where to find me.
Shrek was brilliant, and Shrek 2 is at least as good. Of course, opinions are like... well, I won't go into it. But you sound like the people complaining on IMDB boards that ROTK won best picture. Enough people liked it enough that it won... same thing with Shrek.
Frankly, and I work in the 3D department of a television production studio, I thought Shrek and Shrek 2 were amazingly well done.
Stupid sexy Flanders.
A few years ago, when I was peripherally involved with the effects industry, everybody was looking forward to the coming era of low-budget effects. "Reboot" and "Starship Troopers" (the TV show, not the movie) seemed to herald the beginning of a new era of feature films at TV production prices.
Didn't happen. The first problem was with live-action directors who didn't understand the inflexibility and costs of CG. As one art director with experience from the pre-computer era put it, "now you can make changes until you run out of money".
Then came the "no limits" problem - "Let's have a drive-through of ancient Rome". Speilberg started it with Jurassic Park, and now everybody expects it in every film. Minor directors plan shots DeMille would have envied. And somewhere, a modelling department has a hundred people busy for months, often for less than a minute of screen time.
The result has been $100M animation budgets. Even "Sky Captain", which was supposed to be a low-budget effects movie, is headed towards that figure. (The production team screwed up, and now ILM is bailing them out. ILM makes a sizable fraction of their money bailing out the botched productions of others.)
It's not about compute power. It's a labor cost issue. It still takes too many bodies to do this stuff.