MPC LEADS THE PACK FOR 10,000 BC
Roland Emmerich (Independence Day, The Day After Tomorrow) has directed the new Warner Bros Pictures epic ’10 000 BC.’ MPC’s two main focuses were the ‘’Mammoth Hunt’ sequence and the ‘
In a remote mountain tribe, the young hunter D’Leh (
The Mammoth Hunt, sees herds of the creatures stampeding over the plains, some shots are fully CG others consist of live action back plates with 2D and 3D elements. Similarly, in some shots the CG Mammoths are in the background with others seeing them very close to screen with highly detailed skin and fur textures. This meant that ‘Furtility’ needed to allow for modifications to the textures to keep realistic detail depending on camera distance. The fur appears fully photo-real in all shots and is able to emulate the properties of the matted, tangled and dirty hair, of the everyday outdoor mammoth. The texture library included more than 660 different examples, with CG fur growing up to 2 metres (6 feet) in length there were huge implications at render time with many vertices to calculate per frame.
www.vfxworld.com/Towards the end of the sequence, the animal is seen captured in a net that was made from plaited or twisted mammoth hair, particular emphasis was made to ensure the ropes frayed and untangled as they rubbed each other as they would do in real life. The same ‘rope’ is used in later shots to secure the harnesses to ‘enslaved’ mammoths. The ‘cloth simulation’ for this used Syflex.
The ‘herding’ is driven by MPC’s ALICE crowd simulation software which allowed each individual beast to behave and move on their own and interact with the rest of the herd as well as the environment they are living in. Furtility was integrated into the pipeline to work with
For the fully CG Giza sequence, a CG model of the area was created by taking stills of a miniature model of the environment, these were projected back onto the CG model, this allowed more control over camera moves and also meant that new shots could be devised. 40,000