
“I have a long standing relationship with Rupert [Sanders]; for the last eight years I did a lot of his commercials so when Snow White and the Huntsman [2012] came along he wanted me on the job,” recalls Visual Effects Supervisor Cedric Nicolas-Troyan (Solstice) as to how he came to get involved with the re-imagining of the classic Brothers Grimm fairy tale. “At the time I had retired from visual effects and was directing commercials on my own, but the opportunity was too big to refuse.” The two veteran collaborators share a similar creative style and sensibility. “It was more about figuring things out together and less about me trying to decipher what he wanted.” Having to deal with a director helming his feature film debut was not a major issue. “Ru is a very smart guy who is very collaborative and doesn't get stuck with the idea of his way is the only way; he listens, processes and always tries to make the best educated decision.”

Unlike most films two rather then one visual effects supervisors where responsible for the project. “It was a bit of a leap for the studio to jump ahead with a first time director and visual effects supervisor on a [movie of this] scale that has a very short turnaround in post,” admits Cedric Nicolas-Troyan. “Having a second visual effects supervisor helped everybody to sleep better at night but very soon it became something else. It was great to work with Phil [Brennan]. We have the same type of background and approach to the work. I had to design a lot of the creatures that you see in the movie plus work with Ru on a daily basis to develop the look of the film. Later I directed a few 2nd unit scenes so I was not on-set for the main unit. It was amazing to have Phil with me; otherwise, I wouldn't have been able to do that at all. In post because the turnaround was short we were able to divide the work. Phil went back to the UK many times to look over our UK vendors while I was staying under the California sun.”

“We wanted to keep the fairy tale aspect somewhat grounded,’ states Cedric Nicolas-Troyan. “The first thing was not trying to explain everything and anything. The second thing was to avoid any type of light, glowy or over-the-top effectsy FX as much as possible. We tried to root any type of fantasy aspect so it is not realistic but still feels real in the world we created. We also tried to keep the design unified and away from a patchy all over the place type of feeling, especially, when you have to cover so many different types of visual effects.” Phil Brennan [Terminator Salvation] notes, “Even though there is the underlining fairy tale theme to it, it’s a gritty adventure action film. A lot of that comes from Rupert. Rupert didn’t want things to look over-the-top; he wanted things to have a gritty dark believability about them so we were always leaning in that direction.” Nicolas-Troyan observes, “It's funny how everybody imagines Snow White as the Disney character. The original tale is much more vague and dark.” Brennan sees more of a connection with the fantasy trilogy helmed by Peter Jackson than the medieval story directed by Ridley Scott. “The Lord of the Rings [2001 to 2003] comes in because there’s a lot of scale. There’s a lot of journeying so it has that same epic feel to it. Robin Hood [2010] I’m not so sure. We’re drawing on anything that has tons of battles.” As for what will make this version of Snow White distinct, he remarks, “That comes from Rupert himself; he has a unique vision and visual style so bringing that into play, at least visually, gives the movie a unique look.”
“Due to the fact that we shot a lot of the film at Pinewood Studios on stage and in the parks adjacent, there were a lot of extensions of villages, castles, vistas, and interiors,” states Cedric Nicolas Troyan. “I don't think there are a lot of shots left in the film where we did not add something.” The computer trickery was not confined to the magical elements. “Beside the Troll and the Wood Fairies, which are obviously fantasy creatures, every single animal such as the birds as well as the insects in the movie are entirely CGI.” Practical effects were also utilized. “It’s Rupert’s, Cedric’s and my style to always start with something practical,” explains Phil Brennan as to the approach taken to build the various cinematic environments. “The Enchanted Forest being the most obvious one where it’s hugely enhanced; we always made sure that we had a good in camera base. When you’re going for a gritty realism it’s hard to make an entirely synthetic environment look good with the rest of the film.

“The most challenging [aspect] was the dwarfs because there are eight of them during half of the movie,” reveals Cedric Nicolas-Troyan who had to incorporate the iconic fairy tale characters into various scenes where they have dialogue, dance, fight and run. “We had a limited amount of time with them so any VFX invasive technique was completely out of the question.” A group of little people devised by legendary fantasy author J.R.R. Tolkien loomed over the desire to create something that had never been done before. “A Hobbit is a fully proportionate person scaled down whereas a dwarf is a normal person with limbs that did not develop which is a very different thing. We had to make the audience believe that those renown actors, who we have seen in many other movies, are actually dwarfs with short limbs and a lower center of gravity which makes them move sideways instead of forward backward. We had to use a lot of different tricks to achieve that but in the end I think the audience will believe.”
“As the script evolved the visual effects evolved with it,” remarks Phil Brennan on the production which required 1300 visual effects shots. “Because of time and budget we had to take the divide and conquer approach based on the design of the film,” states Cedric Nicolas-Troyan when explaining how he and his colleague select the various VFX vendors and achieved a unified look throughout the picture. “Animals, creatures and all ‘life’ by design went to Rhythm & Hues. The dark, cold and ‘death’ by design went to Double Negative. The battle and soldiers went to Pixomondo. The Mirror Man went to The Mill. We chose the vendors based on what we believed were their forte.” Bringing the Enchanted Forest to big screen was the responsibility of the main VFX vendor for the fantasy adventure. “Rhythm & Hues has a great pipeline for creatures and we have a lot of creatures in the film that have to look photo-real and be fairly close-up,” states Brennan. “Pixomondo did the opening battle where you can see from the trailers the shattering soldiers; they also did a lot of generic battle stuff in the end battle – pyro duplication, explosions and fireballs.” The pivotal character of the Mirror Man was given to a British boutique VFX facility. “Both Cedric and I are familiar with The Mill. It is a fairly small but important part of the movie.” A specific look needed to be developed. “We didn’t want it to be the Terminator going way back to T2 [1991].” A solution was to add an additional element. “The option of metal cloth instead of liquid gave us that difference,” explains Nicolas-Troyan. “It gave us also the elegance that I was looking for.” Another British VFX company was responsible for a scene involving some poisonous hallucinatory mushroom spores and Snow White. “It’s a scary trippy sequence in the Dark Forest,” remarks Brennan. “Double Negative handled that part and the Dark Faeries at the end of the film which are made up of razor-sharp shards of obsidian and can reform into different shapes.” Also helping out on the $170 million Hollywood production were Lola VFX, BlueBolt, Baseblack, Legacy Effects and Nvizage.
“Cedric has this wild extreme personality about him and Phil is more internal,” observes Rhythm & Hues Visual Effects Supervisor Todd Shifflett. “They were both clear on what they wanted to have done. There were certain sections that Cedric was much more tuned into from the get go; he always referred to the Troll as his baby.” Dealing with the two supervisors was not an issue; however, the tight production deadline was problematic. “Because of the schedule we needed a lot of answers quickly for, ‘What types of animals are we going to make? What kinds of plants do you want us to make? What colours should things be?’ All of these questions need to be answered early on in the visual effects spectrum and Rupert did not have a lot of time deal with because he had a whole film to be putting together. Unfortunately, for the filmmaker by the time he gets filming wrapped up and is in a position to put a lot more of his focus onto some of the visual effects, a lot of the work is too late to go back to change.”
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Rhythm & Hues |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Rhythm & Hues |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Rhythm & Hues |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Rhythm & Hues |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Rhythm & Hues |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Rhythm & Hues |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Rhythm & Hues |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Rhythm & Hues |
“A Western European Raphaelite kid was the ideal image for Rupert in regards to what the Good Faeries looked like,” explains Todd Shifflett. “He had chosen two children to play the part of the faeries and generate facial motion-capture for us. We modeled our faeries after those two children and tried to use that facial motion-capture wherever we could. Unfortunately at the time there was no scripted section for the faeries in the film so they were getting a random action that doesn’t work so well when you want to go back later on and put something specific in. You need to work in a certain direction if you’re going to use motion-capture.” To compensate digital keyframe animation was utilized. “We used that motion-capture as a reference for our animators to be able to go in and see the real details of the organic nature of the animation. These tiny details might be a flinch of the eye or a quick firing muscle that doesn’t seem like to do anything in particular; all of these little things add up to feeling of a naturalistic movement, whereas if we just have a lot of nice blend shades it might provide nice animation from an animated movie situation but it wouldn’t necessarily provide an organic natural animation. What we wound up doing is driving our animation by hand and going back referring to sections and go, ‘Look at what’s happening here. We need to get this feeling of the cheek movement happening in our own hand driven animation.
“The Troll concept was originally done by Cedric,” states Todd Shifflett. “We created a digital sculpture and built the troll from the ground up. What was nice about the troll was that we had a lot of backstory; there was a whole world that Cedric had come up with for why this troll exists and what kind of creature it is. It’s not necessarily an evil creature; it happens to be out there in the world. It hides in these places that have rocks and tree stumps, and have over the centuries become where civilization have built their bridges; that’s where we get the Troll Bridge. Any time we doing something with the design whether it was, ‘What are we going to do for his knuckles or his fingernails?’ We could go back to that backstory and understand that he doesn’t walk upright. He’s digging with his hands in the ground a lot so we give him a lot of earth onto the hands. The Troll doesn’t use his sight so much because his eyesight is poor so what he’s mostly seeing is mostly a blur; he needs to see some movement to be able to pick up on it. That worked well for us to try to understand while Kristen is standing still what does that mean for him in terms of being able to assess who this person is. ‘Does he smell her? What are the senses?’ The more backstory you have the better it becomes for the animators to be able to work.”
“There is the Great Father; a stag that is a life force in the forest,” says Todd Shifflett. “Yet another creature added that Snow White would have to interact with. Some of the interesting things with that was very late in production it was decided, ‘By the way, this guy shouldn’t die. When he gets shot with an arrow he should burst into a butterfly.’ It’s like, ‘Wow! That’s a big note.’ Those little surprises were interesting to deal with on the project. ‘Wow! That seems like a major story point that we need to turnaround in a couple of weeks.’” The design of the forest dwelling spirit had to be dramatically changed. “When we originally started out with him we were given a lot of instructions of how massive and majestic this creature was supposed to be. It’s interesting you spend so much time looking at something you start to lose a little of perspective with it. When we got the plates brought in and put him into the shot, we looked at it and went, ‘Oh, my God! He looks horrible. He’s massive. He looks like this giant cow.’ We had to go back to the drawing board. We pushed everything way too beefy and bulky; we had to dial back a lot of it in order to bring out some of that majesty again. When you don’t have the plates to put them in perspective at the beginning it’s easy to get steered off onto the wrong path. When you drop that character back into the world he’s suppose to be in it can be jarring.”
“There were some concept artwork and a teaser/trailer Rupert and Cedric had produced to understand the world they were going for,” states Pixomondo Visual Effects Supervisor Bryan Hirota who collaborated with colleague Geoff Scott on the project. “By the time we were talking with them they were already on location so we dealt with Cinesyncs and conference calls. We started with the material they presented to us and created tests that we would upload to them. We would then discuss what worked and what didn’t work about those tests and continued in that manner.” Dealing with two visual effects supervisors did not complicate matters. “If Cedric and Phil were out of sync creatively I could see it being an issue, but that definitely wasn’t the case here. They both seemed to have a common understand of what Rupert wanted to achieve and how best to go about it.” The compressed work period loomed over the work. “With such a tight post-production schedule the biggest thing we could do up front to try and facilitate the back end was get as much look development out of the way as soon as possible. We went back a forth quite a bit with Cedric and Phil while they were on location to identify and narrow down as much as we could the various looks we were creating. There was a teaser that was coming out before the end of the year and that was to feature some shattering knights so that was one of the main things to figure out early.”
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Pixomondo |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Pixomondo |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Pixomondo |
| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Double Negative |
| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Double Negative |
| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Double Negative |
| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: Double Negative |
| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: The Mill London |
“We had to do seven shots for the trailer,” remarks Nicolas Hernandez when recalling a task which occurred early on in the production. “The Mirror Man is talking over the trailer and introducing the whole character in the film; that was a bit of a struggle. Afterwards we had a lot more time to polish the final shots in the film.” 20 shots were made in total. “The biggest challenge is the first sequence where the Mirror Man comes out of the mirror. We had to time the simulation of cloth which is quite hard to control.” The cloth simulation was created in Maya using ncloth. “We took the geometry generated from the cloth simulation into Houdini to relax the cloth so to make it look a bit more liquid.” Incorporating the reflection of Charlize Theron into the Mirror Man required practical and digital techniques. “We designed a prop on set which was basically a human shape reflected. We put a Red camera inside were the Mirror Man was on-set. Charlize had an eye line plus she was talking to the prop and could act properly with a solid shape. We recorded her performance from the Mirror Man point of view. We used that footage in 2D to reflect her into our model. All of the reflections on the Mirror Man were from the set and the light sources were done in 3D. The reflection of Charlize had to be done in 2D because the studio wanted her to be beautiful in the reflection.” The studio request required some improvisation. “You cannot reflect properly a shape on a concave surface as it looks deformed.” Hernandez believes that the clear reflection fits into the story because “The Mirror Man is inside Charlize’s mind.”
| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: The Mill London |
| Lola Face Projection Rig Image: Lola VFX |
“We got involved fairly early on,” states Baseblack Visual Effects Supervisor Steve Moncur. “We were asked to come in to take some of the burden off the Art Department in terms of the design of Duke Hammond’s castle; they presented us with a couple of early sketches of the interior courtyard and showed us some construction drawings of what they would be building on-set. We were also given some castle locations which had looked been at and a brief in terms of the period and the history. It was up to us to go away and find some additional material and present it back to them and Rupert; they treated us as an extension of the Art Department in that respect.” Working with two visual effects supervisors was manageable. “Given primarily we were dealing with Phil we weren’t getting one brief from one supervisor and a different brief from another. We had the odd occasion some contrary feedback to that but that was largely because those guys didn’t have the chance to talk it through before the notes would go out to a facility. Those kinds of things happen in the course of production sometimes especially when you’re dealing with two supervisors. On the whole they usually managed to get together form some consensus of opinion before things were going out.”
“You have to have some conviction in your own vision of what it’s going to be,” states Steve Moncur when addressing how he coped with the tight deadline. “You also have to be preemptive. According to the schedule the footage was to come in September but we didn’t get any shots turned over to us until the first week of December. So you can imagine that is a three months delay in turnover in coming to us. Officially, we had to have everything done for the middle of April.” Assisting the Art Department came in handy when bridging the shorten time gap. “The only thing that slightly made things easier for us is that we were able to get involved in the early stage with the concept design. With Duke Hammond’s castle we able to put some of the resources which would have been used to do shot production into building assets. We knew they were going to be using certain types of towers and walls. We put the 3D guys to work building 3D models which then could give us a better base to use for rendering out assets for matte paintings. The other thing that worked in our favour in a roundabout way was that we worked both on the Prologue and the Epilogue, the marriage of Ravenna to Snow White’s father and the coronation of Snow White. They both took place in a cathedral throne room; that environment originally Rupert wanted to shoot on location at Durham Cathedral in the UK but it was prohibitively expensive to hire the cathedral. We went to Durham Cathedral, and photographed and lidar scanned a lot of it. We were able to rebuild the cathedral and spend more time yet again building a better base 3D model. For us, what we lost time in shot time gave us a more time to prepare assets at a higher level.”
“The cathedral was quite a challenge because Durham Cathedral is a unique big space but in some respects, it wasn’t in keeping with the small partial set that they built and the whole Norman architectural feel that the castles and the other exterior structures had,” states Steve Moncur. “One of the biggest challenges was trying to find the right balance of architecture and scale. We went through quite a lot of iterations about how big the space should feel and how high the ceilings were going to be. We had to spend a lot of time laying things out, pulling the model apart and reconstructing it. We did have something that had some of the essential elements of Durham but had the right sense of scale and feel to what the space should be if it was a real space constructed at that historical time period. Duke Hammond’s Castle was challenge in itself in getting the space right so if felt the same from both the interior and the exterior. We had a huge helicopter shot that Rupert wanted to do. It changed in our brief from being a 2½D projected matte painting into being a full 3D model and that in itself creates challenges of getting the sense of scale right; especially on a helicopter shot where it’s easy for a castle in isolation to feel like a model. In this day and age we’re use to looking at castles which are ruined and have a modern environment around them which gives you that sense of scale, like the gift shop or the car park out front; your eye is instantly drawn to that and you suddenly understand the size and scale of the structure itself. If you take all of that away your eye looks at it and thinks, ‘How big is that wall? How thick is it?’ It was a case of perseverance, playing with the colour, depth and atmosphere, and being able to introduce human scale elements into the scene to feed that information to your eye.”
Baseblack was also responsible for breath enhancements which take place in the Dark Forest. “Phil and Cedric had seen the frozen breath work we had done on the last two Potter films where we had to make it feel that it was cold on the set,” states Steve Moncur. “We’ve a nice setup for doing an effect to do breath coming from the actors’ mouths; it’s driven by the soundtrack. We get the soundtrack from editorial, feed that into the macros we have written and it does a particle emission in 2D. We can apply different mist effects via this particle expression and play with the amplitude of the sound to get more punchy breath emissions; if they’re more agitated or want to emphasize a particular word or vowel we can go into the wave curves of the sound and amp them up to get different effects.” An old software program had to be resurrected. “For us, the big challenge for that was oddly enough was digging that macro out of our library and getting it working again. We had done all of the shots previously for Potter using Shake. We don’t use Shake anymore in the studio. We wanted to transfer the macro and rebuild it in Nuke; that didn’t work so we had to get Shake back out of the box again and onto the system. Most of our 3D artists are used to using Nuke; getting them to get their heads back into using Shake again was a challenge in itself. Once you’ve got it working creatively it’s about finding that right balance of using faint white breath against a snowy forest background so you can see it there. You end up having to do little roto shapes around the mouth so it doesn’t bleach out the lips. The trick with it we’ve found is to be much more subtle with than you might expect. It is easy to be heavy handed with it. It’s quite a soft and gentle touch to get it looking naturalistic.”
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: BlueBolt |
“When we came on board in pre-production there wasn’t yet an approved design for Snow White’s Castle,” states BlueBolt Visual Effects Supervisor/Director Angela Barson. “We needed to start building it in order to be ready for shot turnover at the end of the year, so we took on the design of the castle as well. When we were getting close to design approval we sent James Sutton, one of our modelers, up to Pinewood so he could be as close to the clients as possible.” The approach allowed for quick changes to be made, thereby, speeding up the design process. “The final sign off on the design of Snow White’s Castle happened about a month later than we’d hoped, which had a big knock on effect to the rest of our schedule. We were getting shots turned over to us in January that required the full CG castle, but the CG castle asset wasn’t completed as the design had only just been approved. The castle was such a large CG build, seen in so many different lighting conditions and states of disintegration, that it wasn’t possible to make many shortcuts.” The other major job assigned to BlueBolt was more straightforward. “In contrast, the design of the Royal Village was known early in the process, so we started the CG build of the royal village while the shoot was underway. By the time we were given shots to work on, we almost had a fully built and textured CG village. On the whole, the village shots went through very smoothly.”
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: BlueBolt |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: BlueBolt |
“We worked with Rupert before on quite a few commercials,” states Effects Supervisor Lindsay MacGowan who works for Legacy Effects. “He made a small five minute pitch movie for Universal which we designed some stuff for; there were some tree puppets which we built, and some elements for a melting apple.” Teaming up with Rupert Sanders for a movie was not a vastly different experience from previous collaborations with him. “He is use to doing grand scale action oriented commercials.” MacGowan and his team dealt with a small group of people. “It was Rupert, his producers, and Colleen Atwood [Chicago], who had worked on a lot of commercials with him, did the costumes; it felt like a group of friends coming together to get this project done.” The initial job for the California-company was to assist the digital trickery which would turn the full-sized actors into dwarfs; however, the major assignment was producing the armor for the Dark Army. “For the armor, Colleen came to us with a Photoshop design.” A digital sculpture was crafted under the close supervision of Atwood and Sanders which was sent off to assist the various visual effects companies.“A stunt performer came here to the studio and we did a couple of things with him to make sure that his movements were okay,” remarks Lindsay MacGowan. “We can alter our master pieces to accommodate any type of action that he might need to do. If there is any rubbing or discomfort in certain areas we would try to do our best to alleviate that by changing the design within the costume so that they can work comfortably but still give the director the look he’s going for.” When came to achieving the proper balance between a gritty realism and the fantasy element, MacGowan says, “We showed Rupert what the process was and the type of materials we were using.” 150 suits plus some backup pieces had to be made within a three month deadline and shipped off to Pinewood Studios. “Originally with the prototypes there were a 150 pieces for each suit and eventually we managed to get that down to 75 pieces.” MacGowan notes, “It was an immense amount of work in a short period of time; it was great working with Rupert and Colleen.”
“Nvizage was given a very clear brief of the production’s requirements with regards to previs,” states Nvizage owner and founder Martin Chamney speaking on the behalf of the London-based VFX company. “Using a virtual camera system operated by Cedric, DP Greig Fraser [Let Me In] and the Director Rupert Sanders, meant the opportunities as well as constraints of sets, locations and even CG characters could be experienced first hand. Cedric had a clear vision as to what he wanted and his involvement in recording mocap and shooting sequences meant his ideas could be envisaged more easily.” The work had to be completed sooner than expected. “Nvizage was originally instructed to complete previs for the Troll Sequence and various battle scenes which would take approximately six weeks. There was a possibility that the Troll sequence might be omitted, so we placed this previs sequence on hold. Finally, it was confirmed that the scene would be included in the film two weeks before the end of our schedule. Getting the digital assets prepared, all the animation completed, the entire sequence shot using the VCS and all rendering completed before shooting started took a lot of planning and a super efficient pipeline.” Various types of visual research were conducted. “We created previs assets based on everything from stylized maps, concept art, location photos, Google Earth data and Art Department plans. It was often up to us to figure out how all these elements pieced together, especially CG sets which were based on real locations, such as Ravenna’s castle and the village.”
“The main sequences Nvizage prevised were the battle scenes in the forest, the final battle on the beach and the Troll Bridge Sequence,” states Martin Chamney. “The main challenge we had for the battle sequences was ensuring we could include all the animated horses and riders in motion builder whilst ensuring we could play the animation in real time while running the VCS. With the Troll previs one of the main challenges was taking existing mocap data and stitching it back onto the characters so they were one seamless animation.” The biggest challenge was completing the Troll Sequence within the shorten time frame. “We decided to take what was essentially one extremely long and complex sequence to be shot using the virtual camera, and break it into four parts. The work was divided between various artists making the entire workload more manageable and efficient. This was especially useful when animation changes were required making it easy to adjust one part rather than altering and offsetting animation for the entire sequence. We could shoot one section of pre-vis whilst animation was being refined for others, working in a non linear manner not requiring the start of the sequence to be completed before we began on the end.”



"The key to producing effective previs is building a good relationship with the director and DP, and other HOD’s and understanding their mindset and vision for the film," observes Chamney. "Involving these people in the creative process means that they are more likely to plan the shots that they want. The previs then provides them with the information and confidence to achieve the same shots in real world. Working this way avoids wastage and we strive to produce effective, realistic, and achievable previs that always gets used and seen in the final film. Much of our skill is less about making glossy over polished content, but trying to focus on what previs is really for – storytelling, timings, layout, composition and great camera work.”
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: The Mill LA |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: The Mill LA |
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| "Snow White and the Huntsman" ©/ TM Universal Pictures. Image: The Mill LA |
A current Hollywood trend was purposely avoided when making Snow White and the Huntsman. “It was already a tough schedule if there had been any 3D involved in this it would have made it close to impossible given the very short time frame,” states Phil Brennan. “All three of us are happy with how most of the movie turned out. The opening battle, those shattering effects look great, and the dwarf stuff worked out really well; these were things everyone was skeptical about how all of these techniques were going to work and they all came together in the end.” Pixomondo Visual Effects Supervisor Bryan Hirota remarks, “This show was quite challenging due to the number of shots [250+ish] and the short post production schedule but overall it was quite an enjoyable show. The creative team of Rupert/Cedric/Phil all presented us with such a unique and clear vision that it really was a pleasure to help them achieve it.” A lot of time was spent creating nuances for the movie which will never be noticed by an audience. “I’ve certainly been to films where I’m watching my work go by,” says Rhythm & Hues Visual Effects Supervisor Todd Shifflett, “in a blink of an eye there goes something you know that you’ve spent weeks trying to fix and you want to be able stop and tell the theatre, ‘Wait! You don’t understand how difficult it was!’” Asked about his favourite scene, Cedric Nicolas-Troyan replies, “It’s hard because all of the big VFX sequences have such a different vibe and they are all my babies in a way so I am proud of them all.”
Technical support provided by Csaba "Hungarian Wizard" Szabo and Gary Collinson.
Many thanks to Cedric Nicolas-Troyan, Phil Brennan, Todd Shifflett, Bryan Hirota, John Moffatt, Nicolas Hernandez, Edson Williams, Steve Moncur, Angela Barson, Lindsay MacGowan, Martin Chamney and Henry Hobson for taking the time to be interviewed.
Visit the official website for Snow White and the Huntsman as well as for Rhythm & Hues, Pixomondo, Double Negative, Lola VFX, The Mill, Baseblack, BlueBolt, Legacy Effects and Nvizage.
Spinning a Great Yarn: Colleen Atwood talks about Snow White and the Huntsman
Trevor Hogg is a freelance video editor and writer who currently resides in Canada.




























































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