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Ash Miles

Ash Miles

ashley.miles@escapestudios.com

Tuesday Tips & Tricks!

Tuesday Tips & Tricks!

What’s up guys, Ash here, welcome to the first episode of Escape Studios Tips' and Tricks video series!

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Tue 23 Apr 2013: 4:57pm

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Tips & Tricks- Explained!

Tips & Tricks- Explained!

As part of a bucket load of new visual content we're planning to upload in the coming weeks, we posted a poll onto our Facebook page - asking you the viewer, what VFX related tips and tricks you'd find most useful! If some of the titles went over your head, not to worry - as here are the explanations for each!

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Tue 16 Apr 2013: 4:42pm

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Star Trek: Into Darkness comes to London

Star Trek: Into Darkness comes to London

Traditionally, we associate Hollywood with America, both from its location and also from the type of movies it produces; it's not uncommon to see the world saved by an all-American-hero on the big screen several times every summer.

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Thu 11 Apr 2013: 10:34am

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Webseries Spotlight; Blood and Chrome

Webseries Spotlight; Blood and Chrome

Happy New Year folks, hope you all got the things you wanted for Christmas. I certainly did; that pony was a long time coming. Let's kick off the new year with another one of my trademark spotlight blogs, focusing on Battlestar Galactica; Blood and Chrome. (Shout out to user DHW who posted about this after my last blog)

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Tue 8 Jan 2013: 9:19am

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Web series spot light; Forward Unto Dawn

Web series spot light; Forward Unto Dawn

Hello, it’s me again. Have you all been well? I hope you have. You may remember me from my recent stint of blogs about web series that have started to use VFX, and left you with a passionate plea to start watching Red vs Blue, the longest running web-series in the world, based on the Halo games. Well here I am again, because the internet just doesn't stop, and recently it’s been turning out some real gems in terms of visually invigorating moving pictures.

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Fri 30 Nov 2012: 11:52am

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Webseries spotlight: Red vs Blue - Part II

Webseries spotlight: Red vs Blue - Part II

Continuing on from Part I of this blog... then, at the start of season 8, and totally out of the blue, RvB started using action sequences, made with fully scripted fight scenes that involve stunts not possible with the previous game engine. CG had crept its way into the show, and in a big way; multiple people beating the incredible hell out of each other, huge explosions, space fights, giant weapons, and jaw dropping set pieces littered season 8, including a hilarious 8-minute sequence of Tex destroying the Reds and Blues, and flashbacks to Project Freelancer.

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Mon 17 Sep 2012: 9:05am

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Webseries spotlight: Red vs Blue - Part I

Webseries spotlight: Red vs Blue - Part I
And here we arrive at the end of our spotlight on web series blogs that have cool visual effects. And fittingly, we will wrap up with one of my absolute favourite shows.
This show began with a few friends recording themselves playing Halo; Combat Evolved(http://en.wikipedia.org/wiki/Halo:_Combat_Evolved), and dubbed voices over the top to create humorous shorts. Now, ten years later, those few guys have become Rooster Teeth(http://roosterteeth.com/home.php), and are the proud owners of the internet's longest running webseries, Red vs Blue(http://roosterteeth.com/archive/?sid=rvb&v=more). RvB has won many awards, and now has a huge fanbase(http://rvb.wikia.com/wiki/Red_vs._Blue_Wiki) over the entire world. 
In the begining, RvB was a clever nod to the nuances of videogaming; two teams, of the aformentioned colours, trapped in a boxed canyon with two identical bases with no purporse or logical goal other than to kill eachother. There was a heavy emphasis on humour, specifically for gamers and Halo fans. Over the last decade, however, it has evolved. The length of the episodes has grown, the cast has greatly expanded, the plot has twisted and turned dramatically, and although they are split into seasons, the episodes actually tell one long continuous story from start to finish, which at this point clocks in at over 18 hours. It's basically one really, really long film. 
The comedy has continued - and improved - over the years. However what's more impressive is the story, and how, despite it being created on a year by year basis, it continuously managed to tie itself into past events to create on long complex yet sophisticated narrative.
Both visually and in terms of production value, you can see how the show has adapted over the years. In its beginning(http://www.youtube.com/watch?v=9BAM9fgV-ts), RvB was filmed in an almost bootleg fashion, where large black bars covered the top and bottom of the screen to cover the Halo HUD, and the aiming reticule is always visible in the centre of the screen (They have since gone back and 'remastered' these episodes for HD quality). As the popularity of the show increased, Bungie(http://www.bungie.net), the creators of the Halo series, gave the guys at Rooster Teeth the means to record and render their exploits with their own in game cameras. Rooster Teeth have also cleverly used their stories to explain the visual differences that occur as new versions on Halo are released. For example, when they began to use Halo 2(http://en.wikipedia.org/wiki/Halo_2), the cast were blown into the future, where everything looked better and shinier. 
Then, at the start of season 8(http://www.youtube.com/watch?v=VQ9pCqbwCFo&list=ELKa7KIIcrH8k&index=3&feature=plpp_video), and totally out of the blue, RvB started using action sequences have been made with fully scripted fight scenes that involve stunts not possible with the previous game engine. CG had crept its way into the show, and in a big way; multiple people beating the incredible hell out of each other, huge explosions, space fights, giant weapons, and jaw dropping set pieces littered season 8, including an hilarious 8 minute sequence of Tex destroying the Reds and Blues(http://www.youtube.com/watch?v=Ke9wtbzGjCI&feature=relmfu), and her epic final battle against Washington and The Meta (http://www.youtube.com/watch?v=ZgweBtQLL5g&feature=relmfu).
Since then, the show has cleverly incorporated fully CG sequences by showing flashbacks to Project Freelancer(http://www.youtube.com/watch?v=xQ3OZfPsP2E&list=ELYWB-pNdHjy0&index=2&feature=plpp_video) that tie into the current story. They've also built models for their characters underneath the suits of armour they wear, allowing their helmets to come off. It's important to remember that this is still a low budget show so the graphics aren't movie quality, but it's perfectly forgiveable considering the sheer amount of action and artistic direction used. 
For those of you who're desperate to follow RvB in all its glory after this extremely  thorough and well-written blog (which, I'm sure, will be all of you) it's important to point out a few things. The first 3 season's do look a little rough by today's standards, and it takes just a little bit of time for the cast to refine their voices. While it's fine to skip ahead to see the kind of quality you'll end up with, I urge you to start at the beginning, otherwise you'll fail to grasp most of the long running jokes. Also; it's totally hilarious, heartfelt, intelligent and constantly impresses with its ability to create a complex and intriguing story using just a few multilayer maps from a video game. So you should watch it anyway. 
It terms of visual effects, RvB delivers incredibly over the top sequences that rival any film this side of The Avengers(http://www.imdb.com/title/tt0848228/). In terms of the series as a whole, there's a reason this show has been running longer that most television shows, keeps winning awards, had it's fictional game Griffball incorporated into Halo 3 (http://en.wikipedia.org/wiki/Halo_3), and generally keeps getting better every year (this has even seen the inclusion of Elijah Wood to the cast). It's the best and longest running webseries out there, and well worth you're attention. Now go; you've got 18 hours of webshow to watch this weekend. Enjoy!

And here we arrive at the end of our spotlight on webseries blogs that have cool visual effects. And fittingly, we will wrap up with one of my absolute favourite shows.

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Mon 17 Sep 2012: 9:00am

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Mortal Kombat: Legacy

Mortal Kombat: Legacy
Mortal Kombat (http://en.wikipedia.org/wiki/Mortal_Kombat) is a franchise everyone's familiar with. Along with Street Fighter (http://en.wikipedia.org/wiki/Street_Fighter) and Tekken  (http://en.wikipedia.org/wiki/Tekken), it's one of the classic beat 'em ups of early arcades and game consoles, pitching several outrageous competitors against each other in an excessively violent fight to the death for who cares what the reason was it was awesome. Spawning a huge list of games from 1992 all the way to the present day, MK has helped taint innocent childhoods for 20 years. It had two major films, one acceptable (http://www.imdb.com/title/tt0113855/), one classically woeful,(http://www.imdb.com/title/tt0119707/) and last year, around the release of Mortal Kombat 9 (http://www.ign.com/games/mortal-kombat/ps3-14317281), came a pleasant surprise; Mortal Kombat: Rebirth. (http://www.youtube.com/watch?v=x9YUeTTaVqo)
Rebirth was a 8 minute short film from director Kevin Tancharoen(http://en.wikipedia.org/wiki/Kevin_Tancharoen), who wanted to create a 'proof of concept' for a MK movie. It retold the MK story in a style that focused on realism, without the Outworld or any of the supernatural elements from the game, and was used as a way to convince Warner Brothers (http://www.warnerbros.com/) to reboot the MK film franchise. While they didn't immediately agree, they did help Tancharoen create his webseries Mortal Kombat: Legacy. (http://www.youtube.com/show/mortalkombatlegacy?s=1)
Legacy was the follow up to Rebirth, telling the stories of several different MK characters, mostly in the same gritty, real world fashion, with some others taking a less grounded approach. Although both had famous actors in them, you can see through the series that they've spent their modest budget wisely, even though there are some episodes that rely more of VFX than others. While the story of Jax, Sonya and Kano focused more of acting and gunfights, Kitana and Mileena's episodes were heavily supernatural and involved both 2D and 3D animation. My favourite of the bunch is Raiden's (http://www.youtube.com/watch?v=5tWh4Z42SJk&list=SL) story which is both raw and stupendous at the same time, and packs an emotional punch. 
It's another example of how webseries' are evolving to incorporate brilliant visuals with real production and producing something that is legitimately worth watching. Its worth noting that the series did so well that Warner Brothers have now agreed to let Tancharoen helm a new MK feature film! Keep your eyes peeled for my next Webseries spotlight, where I'll show my favourite web show. And if you have anything that you think should be covered, sound off in the comments below!

Mortal Kombat is a franchise everyone's familiar with. Along with Street Fighter and Tekken, it's one of the classic beat 'em ups of early arcades and game consoles, pitching several outrageous competitors against each other in an excessively violent fight to the death for...well who cares what the reason was, it was awesome! Spawning a huge list of games from 1992 all the way to the present day, MK has helped taint innocent childhoods for 20 years. It had two major films, one acceptable, one classically woeful, and last year, around the release of Mortal Kombat 9, came a pleasant surprise; Mortal Kombat: Rebirth.

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Wed 22 Aug 2012: 5:00pm

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Web series spotlight; H+

Web series spotlight; H+

When television orignally began, there was only a handful of black and white channels, horse and carriages wandered down our cobbled streets, and people didn't need the internet because they were too busy feeding their clothes through mangles in caves, or something! The first type of TV shows were comedies, and variety shows, and over time, they evolved into dramas, then slowly into the level of award-winning quality we see today. The internet is following a similar pattern; where as video sites originally appeared so we could swap videos of people falling over and kittens kittening, the medium is steadily evolving to produce high quality dramatic web shows.

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Fri 10 Aug 2012: 10:30am

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Lexhag visit Escape Studios

Lexhag visit Escape Studios

A short time ago, our current students were treated to a presentation from some chaps from Lexhag Visual Effects. Lexhag are a small post production house with in house grading capabilities and benefit from years of on-set experience to create stunning effects for mid-level tv shows, such as Whitechapel and The Fades. We were visted by Effects Supervisor Alexis Haggar, founder of Lexhag and fellow escapee (from way back when), and Senior Producer Dan Marbrook. They took the time to come exhibit some shows they'd worked on, so the Escape Students could see the quality of work a small studio can produce.

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Wed 8 Aug 2012: 1:00pm

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B Movie Box Office

B Movie Box Office

Last week was an interesting week for movie fans. Our prayers were answered when Michael Bay's production of Ninja Turtles was shut down (he decided that Teenage Mutant Ninja Turtles should be neither mutants nor teenagers, apparently, and the world decided to hate him). The Amazing Spiderman had it's London Premiere, another 45 minutes worth of TV spots for The Dark Knight Rises were released and the world was given Abraham Lincoln; Vampire Hunter.

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Tue 26 Jun 2012: 2:00pm

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Gamers Paradise: What Should we be Getting Excited About?

Gamers Paradise: What Should we be Getting Excited About?

Epic Games released this trailer of the Unreal Game Engine at the E3 Festival last a few weeks back and it got me thinking, what else can we look forward to seeing this year?  

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Wed 20 Jun 2012: 10:00am

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Create Your Own MOCAP Studio

Create Your Own MOCAP Studio

Well, what a day Thursday was! As part of the Visual Effects Animation Professional TD course, we created our own motion capture studio here at Escape!

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Tue 19 Jun 2012: 3:00pm

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Has E3 Spelt the End of VFX? Possibly Not!

Has E3 Spelt the End of VFX? Possibly Not!

I was on holiday last week, enjoying the almost total lack of sun, and having a week long geekasm at the E3 coverage. Imagine my surprise, then, to come back to work at Escape to discover hardly a mention of all that awesomeness on the blog. This is not, I thought to myself, acceptable. So have a peek at this!

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Mon 18 Jun 2012: 11:30am

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Studio Assistant Workshop - Final Gather Maps Part Two

Studio Assistant Workshop - Final Gather Maps Part Two

Welcome back everyone!! I hope you all had a cracking weekend. Right now we are going to pick up where we left off on Friday with FG Maps.

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Mon 21 May 2012: 10:00am

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Studio Workshop - Final Gather Maps

Studio Workshop - Final Gather Maps

Ladies and gents, welcome to another Studios Assistant blog. Today's topic: Final Gather Maps.

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Fri 18 May 2012: 11:00am

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The Studio Workshop: Exporting Camera From Maya to NUKE

The Studio Workshop: Exporting Camera From Maya to NUKE

So it’s almost bank holiday weekend and your old pal Ash is gonna give you another one of his awesome tips before you spend the next three days drinking your body weight in alcohol and watching The Avengers… seriously, how awesome is that film?!

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Thu 3 May 2012: 4:44pm

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The Studio Workshop: Camera Scale

The Studio Workshop: Camera Scale

Happy Tuesday, loyal readers. Here's a quick one relating to a problem that popped up a few times for the students last week. This is for anyone taking who has tracked footage into Maya and finds their tracking markers don't line up, because they've forgotten one simple step.

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Tue 1 May 2012: 10:32am

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The Studio Workshop: ID passes - Part Two

The Studio Workshop: ID passes - Part Two

It's important to only isolate three separate elements per ID pass, or the technique becomes redundant. For example, if I had made both the windows and door red in the image for Part One of this blog, then any colour correction I applied to the red channel in NUKE would affect them both. You've already seen a broad example, but there's no reason you can’t use ID passes to focus on more specific areas of your render. The image above shows an example of an ID pass refined to specialise in the windows only. This kind of pass would be useful if the texture I added to the window transoms (red bits) had rendered far too dark, but everything else rendered correctly, as I would be able to adjust them without damaging the rest of my render.

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Fri 27 Apr 2012: 2:46pm

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The Studio Workshop: ID passes - Part One

The Studio Workshop: ID passes - Part One

Because nobody demanded it....ID passes!

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Fri 27 Apr 2012: 12:17pm

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The Studio Workshop: Naming Conventions

The Studio Workshop: Naming Conventions

Following on from last Friday, welcome back to the Studios Assistant workshop, where Brad Collier-Brown and I share a few of the most common queries and solutions from the Escape Studios classroom, so you guys at home can learn a little something from us too.

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Mon 23 Apr 2012: 2:27pm

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The Studio Workshop: Hidden Faces

The Studio Workshop: Hidden Faces

Welcome to the Studio Assistant workshop, with Ashley Miles and Brad Collier-Brown, and here's our debut issue. As studio assistants, our main job is to make sure both students and escapees are getting the most out of the Escape Studios experience, which involves answering a lot of weird and wonderful questions. We thought it'd be a good idea if we blogged a few of the most common queries and solutions every week, so you guys at home could learn a little something from us too.

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Fri 20 Apr 2012: 2:00pm

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SideFX Master Class in Houdini at Escape

SideFX Master Class in Houdini at Escape

Around half an hour into the demonstration, after setting up the HUD and preferences, Jeff turned to the group and said, "Now, select your cube, and press the 'Fireball' button, then press play!"

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Wed 7 Mar 2012: 11:30am

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