| HAPPY THANKSGIVING! |
| HAPPY THANKSGIVING! |
| News update |
| Hopefully none of you really notice this, but this site’s been completely rebuilt (again). Pretty much same design, just completely different content management system, so things like visits and other stuff have been reset. One key feature is comments now work, so feel free to supply comments on posts that are relative, it would be good to get other industry people and enthusiasts posting comments or adding ideas to posts on tutorials or showing some of their end results etc !
Hopefully all newsletter subscribers still stay in tact, however feel free to resubscribe to the newsletter just in case! |
| Afterburn 4.0 – Utilizing Explosion Daemon |
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| Still covering more basic subjects just to add some more introductory content. Here we go through one of many methods for creating explosions in 3D Studio Max. This one is designed to really show how to use the Explode Daemon in Afterburn 4 as well as create an explosion without any key frames or lights necessary, purely all based off the particle age. |
| Afterburn 4.0 – Triggering Canned FX |
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| Following on from the previous tutorial, we then take our explosion and link it up to another system. In this case, its killer teapots! (Yes I was too lazy to make any actual planes flying around). The concept is very similar to the airstrike CG Academy DVD I created some years ago, however updated for Afterburn 4.0. This is a demonstration of creating canned FX and then being able to hook them up to other effects to control the entire thing through some basic controls you set up, rather than manually having to do all of this by hand. |
| That’s it for now, there are a few announcements happening over the coming weeks, as well as a lot of advanced content coming. As I’ve previously mentioned I’m trying to put a bit of my spare time into producing some beginner to intermediate subjects for real flow, max, maya, scripting etc. for people who are wanting to get into FX and don’t know where to start. However I have a lot of more advanced content that will be coming soon. As always, if you have any cool ideas or requests, feel free to shoot me an email (go to the contact page) and I’ll keep them in mind!
Allan McKay San Francisco, USA |
| A little overdue, but finally a new website up and running! I’ve been running this webpage for 13 years, 6 of which have been as allanmckay.com, however averaging over 1,000 hits a day the bandwidth has not been able to keep up in the past!
I’ve switched over to a lightning fast server, and unlimited bandwidth, all of the previous tutorials are online, and loads more are going to be popping up very soon, as well as other content, maxscripts, Real Flow, Maya and various other material too. Bare with us over the next coming weeks as this website comes online, however I now have other people running and contributing to this website so it will become a lot easier for myself and others to keep it up to date and make more frequent updates. I will be putting up a newsletter soon, so people who are interested in participating in CGWorkshops or other events that sell out quick can get a heads up before they are announced, ensuring their place in the workshops ahead of everyone else, as well as gaining access to exclusive content and other cool material that noone else has access to. I’m excited and looking forward to getting this website online both to put together a focal point for solid visual effects content as well as various other areas I’m tied to such as travel, writing and film production. Any ideas or things you would like to see covered, or anything else feel free to contact me! amckay@allanmckay.com
Allan McKay Gold Coast, Australia |
INTERVIEW: Allan McKay, Catastrophic FX
Posted January 22nd, 2008 – Bill Dawes, Digita
Now working on Daybreakers, a $A20 million dollar film for the Spierig Brothers, we asked Allan McKay, the director of Brisbane post-production facility Catastrophic, what the future holds.
DMW: Allan, you are back on home soil after spending the last few years jetting around the world to work on some major film VFX and game cinematics projects. What can you tell us about your specific role in Daybreakers?
AM: I’m a sequence supervisor as well as senior technical director, responsible for a large portion of the effects and all of the fire simulations we’re developing for the film. For this project I am working with Kanuka, another Brisbane studio which I’ve assisted with developing and executing the fluids simulations pipeline for the film as well as assisting in developing various tools and overseeing one of the sequences for the film.
DMW: What are some of Catastrophic FX’s recent productions?
AM: The last five months I’ve been on Day Breakers throughout the initial R&D through to post-production. Prior to that I was co-directing a TV commercial in New York city for the game Bioshock (Catastrophic also assisted with helping Plastic Wax with their cinematics for the game, and I also worked with Blur studio on their original trailer for the game in 2006, which won game trailer of the year).
During that time Catastrophic also completed several commercials for Subaru and McDonalds, as well as several high profile game cinematics. We’ve also been consulting with several large game and film studios in the US and Canada, as well as various effects houses in Australia, helping expand their pipeline and hold their hand on some bigger more ambitious jobs etc.
We also have another big feature film coming up which, although early days looks to be quite exciting. Lastly we’re contributing a lot of time to our developers in building new tools to help with our visual effects work.
DMW: What is the current staff and technology resources at Catastrophic?
AM: We’re currently a boutique sized studio assembled primarily of a lot of veteran staff with over a decade of experience, most of us have worked primarily overseas in London or LA in feature film work, which is where we source a lot of our pipeline and infrastructure.
Working on large Hollywood productions can be both very technically demanding but also resource and schedule wise sometimes impossible. So this is where we are able to apply our strengths to turn around large FX or animation sequences in weeks instead of months and usually under budget.
Catastrophic’s main focus is primarily as a post-production facility, specializing in visual effects and creature work. So as you can imagine we do a lot of digital pyrotechnics and fluids work, so lots of water and fire simulations, clouds, magical effects etc. and plenty of character animation and realistic humans/animals and monsters for TV, game and film.
The other half of our team is focused on a lot of visual effects outsourcing and consultation. We’re also currently developing a lot of our own software, which sets us aside from other studios as we’re able to really customize our technology and toolset to not only achieve ‘exactly’ what our clients are after, but also go beyond that and create new technology that isn’t necessarily already available.
I always stand by bridging creativity and technology together, and the more we’re able to fine tune things, the less we and our clients are limited by technical restrictions. Freeing up our clients to get exactly what they want, rather than what the software can handle.
DMW: How do you see the company evolving in the Australian post & VFX landscape?
AM: Currently Catastrophic feeds primarily from the international pool, however we’re starting to now look into what’s available locally and see what kind of an impact we can make back here. We’ve already completed a few local productions ranging from computer game cinematics, as well as a few bigger budget TV Commercials both for Brisbane and Sydney agencies.
One unique advantage we have is that we’re able to consult with other studios and help expand their pipelines and services through our specialized backgrounds. These are exciting times, and there are a lot more productions popping up now than there was 10 years ago, and as more and more focus gets put on Australia, the technical requirements bar is rising significantly. We see this as a great opportunity not only to build our own strengths as a post-production facility, but to also work with other studios collaboratively assisting them with strengthening their pipelines and technical abilities whilst also being able to handle some of the more technically demanding visual effects or creature work etc. that may fall into a grey area that their team or facilities aren’t able to accommodate.
http://www.catastrophicfx.com
l Media World Magazine
In the last 24 hours since releasing the little teaser trailer, this DVD has recieved a lot of attention which is great to hear!! I’m very proud to announce that it is officially available for download! Creature FX Volume 1 boasts over 8 hours of training content, covering everything from initially setting up the FX shot, Creating all of the Particle Systems and organizing them into an procedural system to control the timing and process the particles. We also cover building complex procedural shaders, masking and creating Fume FX based fire and smoke, as well as generating render passes and compositing all of the effects layers together and finessing the entire look inside the comp. As well as discussing workflow and pipelines for distributing the effects to any creature or character we need.
This DVD is aimed at intermediate to advanced users, but designed in a way it should be fairly easy for enthusiastic novelists to clearly follow each of the steps and get a good understanding for how each of the elements we cover works. Useful for both film, games and TV houses – this DVD is choc-full of advanced visual effects content! Click here for more information…
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| Creature FX – Volume 1 Sneak Peak |
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October 29th – Creature FX – Volume 1, will be part of a new training series I have been working on the past several months. Part of the new product line I am focusing on raising the bar with level of quality and content for all upcoming training material. The Creature FX series is aimed at building production FX training content for character and organic orientated FX shots, expect a lot of information to come soon about this. Creature FX Volume 1 is loosely based around a lot of the work I did on the upcoming vampire action film ‘Day Breakers’ (January 2010 release) as well as a lot of core additional methods I’ve focused on for this DVD. There is 8 hours of solid content from initially building the FX passes and render layers to compositing all of it and creating a solid workflow process that allows for updating passes easily and having the rest of the system adjust to it, as well as easily being able to redistribute into other FX shots etc. And using a lot of compositing techniques to enhance the 3D passes and finesse the final composite. Creature FX volume 1 – will be available for direct download from October 29th! |
| New Tutorials |
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Real Flow Basics – Introduction: As a lot of you know I’m putting a bit of time in now to focusing on some of the basic fundamentals of pflow/maya/real flow etc. I do have plans for a lot of advanced material coming up, but for the time being I’m putting together a few core tutorials on Real Flow, the first is literally just a introductory to how it works. Initially jumping into creating a quick fluid simulation and discussing a bit about the interface. I plan for a few more hands on exercises in the near future.
(Tutorials section will be updated tomorrow once I’ve had some sleep) Folder Git: Grant Adam the creator of Render Pass Manager, has written a really useful application that is a life saver for both 3D enthusiasts as well as literally anyone who uses windows. Folder Git is an evolutionary step up from Folder Express, which was an old application for XP that would allow you to create shortcuts on your right click menu, which meant in production – being able to build quick shortcuts to render directories, dailies folders and dozens of other places you need to access frequently – and that usually have large directory paths to get to. It goes much further than that with a lot of advanced options, but here I just wanted to give a quick plug to it to initially point out how cool this tool is, so that others will catch onto this life saver! You can download Folder Git Here
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New Maxscripts are up in the maxscript section.
MaxScripts Section Just a couple, I have literally around 100 production level scripts that are pretty darn cool I’ve been wanting to put up, however right now they are tied to Catastrophic FX’s pipeline, so they need to be reworked a bit before they will work on everyone elses max out of the box. But expect this section to grow fairly regularly.
New Tutorials
Legacy Tutorials As previously mentioned, this website is still under heavy construction, the tutorials section has been fleshed out more with images and descriptions of most of the tutorials.
Wrapping Tasks Up: There is also a new tutorial, which basically was going to be just a quick 3 line script, however I thought it might get misinterpreted. The idea was to promote creating custom forces, and acknowledging repeatetive tasks, and squashing them. So I decided to wrap it into a quick demo talk instead. This basically explains how to build a turbulence rig you like, and then wrap it into a one-click script, so you can easily just ‘add’ turbulence to your scene without having to build several winds, adjust them etc. As I mentioned, more theory based.
Advanced Tutorials: I wanted to flesh out a few more basic how-to’s as most of my stuff is fairly hands on, however what will probably be coming over the coming weeks/months/whenever I have time – will be a lot of Advanced FX related material, so those budding to see more intermediate-expert level content, your prayers should soon be answered.
NEWS: Emails Emails Emails…
First of all thanks for filling my inbox! I’m trying to be better about responding, I get a bit bogged down – so feel free to ping me with another email if I haven’t responded just to be safe!
Joe Gunn: Also if you go to the STORE section of this website (yes bit of shameless promotion) I am now hosting all of Joe Gunn’s awesome DVD’s up there. We’ll be collaborating on a few things in the future, so more to come on that. But Joe’s got some great material on Cloth, Hair & Mental Ray well worth checking out so take a look when you get a chance.
ILM: I should be heading to Industrial Light + Magic in about a week’s time to commence work on a new film project, so I’ve enjoyed my time back in Australia while I had a chance but I’m off to California for at least the next 4-6 months.
Digg/Tweet/Stumble – Now the site is officially back up, with nearly 30+ video tutorials, and several hours of video, whenever you get the chance please feel free to let others know via news sites or word of mouth – I have received plenty of cranky emails from people trying to download or view my old website without being able to because of the massive amounts of downloads every day caused it to become infamously well known as “Site Bandwidth Exceeded“! So now that its back up and alive – please spread the word!
New Work: I recently teamed up with a few Ex-Blur Studio guys to work on a really awesome game cinematic which should hopefully be announced soon. So more information on that soon!
Publications: Check out latest issue of Digital Media World Magazine (#117) for a new series I’m putting together on all of the current fluids technology for each major package. So each month I’m writing up a one page overview of each packages primary fluids solution’s features and how it holds up against the others. Issue 117 is on Fume FX, next month you can check out Maya’s.
Also next issue of 3D World Magazine has a few words from me on one of its key subjects.
I think thats it for tonight!
-Allan McKay
13th October 2009 – Brisbane, Australia