Amiga Computing - Commodore Is Awesome
Amiga Computing - Commodore Is Awesome
Amiga Computing - Commodore Is Awesome
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In _ a nd fully te xture d<br />
bricks , they weren't going down to fine<br />
detail - and guess what, it's conveited from<br />
another format. There were a lot of single<br />
point polygons in it which, once we had<br />
searched the database<br />
and sorted it out,<br />
caused us no further<br />
problems.<br />
'So we solved that<br />
one, got some nice texture<br />
snaps on them, and animated<br />
them in LightWave over<br />
the background plate, matching<br />
the lighting to the background<br />
frame we had. On the<br />
Raptor Plus we've got, which is a<br />
lx MIP54600 machine, we were<br />
rendering the three M1G-29s at<br />
about 500 polygons each for a total<br />
of 1500 polys - not much, but then<br />
we were using full-on motion blur,<br />
say traced shadows and reflections<br />
and we were getting<br />
about six minutes a frame<br />
which was very good at I k<br />
horizontal.<br />
This was the same trick we<br />
piled on Cyberlack. We never render<br />
it the resolution of a film because<br />
ty time we do that the CGI is too<br />
sharp, it just doesn't even remotely<br />
lit into the background. You<br />
end up blurring<br />
th e<br />
image to go into the background<br />
using filters which<br />
take time to do the work. So<br />
we do it at half resolution and<br />
blow it up.<br />
The biggest problem we<br />
had, and the real killer because<br />
NewTek wouldn't give me a beta<br />
copy of LightWave 4, was the lack<br />
of a pixel aspect ratio setting for<br />
LightWave. It's now in version 4, but it<br />
wasn't in 3.5. If you're doing an<br />
anamorphic film you need to have a<br />
squeezed image. Therefore, you need to be<br />
able to render an image at, say, lk x 860 but<br />
at a pixel aspect ratio that will make the<br />
image deliberately squashed so that it would<br />
be right for anamorphic when its stretched<br />
out.<br />
"We couldn't do that in the version of<br />
LightWave we had, so we had to do the<br />
most bizarre renders in LightWave to get<br />
anamorphic results. We had to render twice<br />
the height, then crop it and cut it out, and<br />
then stretch it to get an anamorphic result It<br />
was very hard,<br />
and NewIek<br />
could have<br />
Goldene e<br />
t r i<br />
i a<br />
The liolkng Stones ore said To<br />
hove turned down an offer fo<br />
record the theme song<br />
Goldeneye M a t $28 molt=<br />
rts first wee end in the US<br />
and El§ rmlionn )n ofSfirst<br />
week ln the UK<br />
Goideneye is the first forties<br />
Bond film to have filmed<br />
on locorion inside the<br />
Former Soviet Limon,<br />
the country that<br />
Nonned six.<br />
teen prewous<br />
movies<br />
helped us<br />
out, but... So we<br />
had to be 'creative' and<br />
although it was hard we managed. If you see<br />
the film I would say that nobody would ever<br />
know that they were computer models. On<br />
that point I would definitely agree with Alan.<br />
The Magic Camera Company<br />
had nothing to do with<br />
the VDU displays that are<br />
used throughout the<br />
movie, but he concurred with<br />
my opinion that they looked<br />
like DPaint creations, and when<br />
we discussed the United Artists<br />
logo at the start of the film he<br />
said that he would be 'gobsmacked'<br />
if it wasn't done in<br />
lightWave.