HOT HOUSE: PSYOP

Post your comments below

You can’t build a house without the right tools. We all know that, but in this business, if you don’t know how to use the tools well or have the vision of what the house should look like, not to mention the drive and dedication to see the project through, well, you’re screwed. According to Todd Mueller, partner and creative director at New York’s PSYOP, the secret to this boutique’s success has been the right balance of it all."I’d say we have the right combination of talent, passion and technology," he says. "Each is interdependent and critical to the process. It’s easy to have one or two of the right elements, but we’re just lucky to have everything we need all in one house."



WHAT’s THEIR GIG?

That house is located on Manhattan’s Lower East Side, on the ground floor of a store front. Why not a loft or digs in some swank office building? "We like feeling connected to the street culture," says Mueller. "Though we have had occasions where people just wandered right in, saw an available workstation, and sat right down— thinking we’re an Internet café something. It’s pretty funny, actually."

PSYOP grew from humble beginnings — in a living room — five and a half years ago. In its current 7,500-square-foot space, the creative team takes on projects that range from TV commercials and music videos to short films and broadcast design. With one look at their work, anyone can tell that this team of 32 (including its seven partners) has simply mastered the art of the moving image. Music videos for Sheryl Crow and the Red Hot Chili Peppers, spots for McDonald’s, Diet Coke, Nike and Aero, and branding for Fox Baseball and ESPN, have put this boutique right at the top of its game.

THE COOL FACTOR

Where do we begin? PSYOP’s innovative use of power tools like Avid’s SOFTIMAGE|XSI and Discreet Flame is what sets this shop’s signature style apart from those of its fellow effects houses. "Good Is Good," the first music video from recording artist Sheryl Crow’s latest CD, Wildflower, typifies that style in each luscious frame. Crow inhabits a 2D/3D world of finely inked paintings that seem to come to life as she moves through each scene. In another project, for Aero, a face appears, then disappears, then reappears with subtle dimension and undulating texture. Where do they go for inspiration? Several years ago, the team would gather at their favorite local bar, which later became their office. After the bar closed down and was available for rent, Mueller says, "We rented it, moved our machines in and set them up all around the bar. We tried to keep the bar in place for a while. It was really cool, but we realized we weren’t utilizing the space as best we could." These days, they need room for their growing team and spin-off sister company, Mass Market. While PSYOP focuses primarily on "animation, design and storytelling," Mass Market focuses on visual effects. "Although the two [markets] might seem quite similar, there is a very different creative quality or process that goes into doing visual effects versus design and animation," Mueller points out.

THE GEEK FACTOR

Lots of cool toys live in the PSYOP crib, but the big two are SOFTIMAGE|XSI and Discreet Flame. "XSI is definitely our most utilized system," says Mueller. "We also rely pretty heavily on Flame." What’s the workflow? "We basically create a lot of cel frames in 2D and 3D and do a lot of creative work on stills," Mueller explains. "While we’re concentrating on the overall look and feel of a project — the color palette, textures, attitude and overall visual quality — we’re focusing on it in still form. We try to encourage the designers to approach a project with complete and total disregard of the technical process of how to make it move, how to make it animate. And I think that’s where the software helps us most. Because of the flexibility of the tools, we don’t need to worry about it. We know we’ll be able to make it move because we have those tools. We just don’t want to worry about it in the beginning when we’re trying to just think creatively."

Most 3D software packages, says Mueller, "end up trying to make things move and look like reality," which isn’t always what the artist has in mind. "We don’t really use software packages in the traditional ways. We try to put the human hand in our work, add our own interpretation of reality. So, we need to work with very flexible software packages."

Mueller says the technical support at XSI has been particularly strong. "The XSI team has really helped us out through various projects," he says. "We’ve been very fortunate to have built a good relationship with them."

What’s his advice to newer users who want to navigate their way around the tool’s range of features? "With packages like SOFTIMAGE," he says, "they’re so deep. There’s so much they could do. There’s animation, modeling, rigging, mocap, shading, lighting, etc. Within each one of those categories, there’s a wealth of utility and functionality that goes hundreds of layers deep. What I tend to suggest to people is to try out the tutorials and pick one thing that you really like. Decide on which tutorial you like the most and concentrate on that one area. That way, it’s a little less intimidating."

Close up on "Good Is Good"

PSYOP recently completed the music video for Sheryl Crow’s first single, "Good Is Good," off her new CD, Wildflower. The video was directed by Todd Mueller and Kylie Matulick. According to Mueller, this was probably one of the most elaborate, yet straightforward projects his team has ever done. The team began by creating very lush, high-resolution illustrations for the entire video — about 30 paintings in all for each section of the song — 8k frames, one for every 4 or 5 seconds throughout the video.

The next step was to look at each of the paintings, break them apart and decide which elements needed to be 3D, which needed to be 2D, how they were going to move, if there would be any render technique necessary, and to look at the integration between animation and composite, and if they needed to share camera data.

"Generally, in a project like this, we take one scene and pull it all the way through the pipeline," he says. "That way we know if we need to use additional elements, if the textures and renders need to be different, if the camera data needs to be different. Then we proceed."

Mueller says they wanted to lend a "very personal" feel to the project, so only brought SOFTIMAGE|XSI and Flame in once the paintings were complete. "Our goal on that video was to make the piece feel very autobiographical, because the song and the whole record actually feels very autobiographical. We wanted it to look like sketches that might be in her journal. So, we wanted to give it a two-dimensional quality, but still have a lot of three-dimensional dynamics. There was a lot of interplay between 2D and 3D, like the willow trees being three dimensional, but a lot of the clouds and water effects were very two dimensional. When you start to have three-dimensional camera moves inside a two-dimensional world, there’s a lot of counter animation going on. You have to implement some systems to trick the computer into rendering it with a different sense of perspective. That was one of the more significant technical tricks of that project, in playing with two-dimensional space in a three-dimensional software package."

Close up on Aero

This Aero spot was directed by PSYOP’s Marco Spier, partner, creative director and Marie Hyon, partner, creative director. As Mueller explains, the goal here was to create a seductive face that appeared, then disappeared, then appeared again, so you kind of saw it and then didn’t see it." Softimage|XSI and Flame were the primary technical tools; again, the creative team needed to figure out how to work around the 3D software’s natural tendency to create images that looked realistic. "It’s very dimensional," says Mueller. "But it’s actually quite tricky to make that not so apparent and subtle. And, added to that, the elements that were making the face were meant to be moving in an effervescent way. We had the challenge of creating a face that had really detailed facial animation and that, throughout the sequence, appeared and disappeared with moving design elements."

Mueller says they "shot the actress, scanned her, modeled her and then developed the motion elements. We thought we were going to be able to do it essentially with particles, but it ended up having to be almost entirely hand animated. So, what appears to be particles is actually hand animated."

Close up on McDonald’s

PSYOP also employed SOFTIMAGE|XSI to complete this spot for McDonald’s, a much more "traditional animated-like project, as in cel-animated," says Mueller. "Here, we wanted to work with a cel-animated look in a way that allowed us more flexibility than traditional cel animation could give you. And maybe it’s a slightly cleaner look. The creative pipeline on that was probably the most traditional. The first round was all about character designs. We looked at what the outfits would be like, what the proportions would be, what the physical relationship was between the characters on screen and what kind of environment they would be in."

This particular project largely depended on motion capture, done at House of Moves in L.A. with a new facial-capture system that was reported to be able to capture body motion simultaneously with facial animation. PSYOP cast the voiceover talent. "We had a playback on set and the motion talent would essentially sync to their own voices," says Mueller. "We did a prerecord of the script, so the talent voiced as they performed. That way, we were able to get some of their facial animation. And then, we modeled them, did all the texturing and had House of Moves clean up the mocap. However, we found that typically mocap does limit the expression that you see with the naked eye. But it’s a good place to start; it’s a good base layer."

Though the approach was more traditional, challenges crept in. "We really had to struggle with the facial animation because the characters were rendered flat and two-shaded," says Mueller. "We didn’t have the shading of their faces to work with— the highlights and shadows that really help the expressions. So, we had to push the expressions beyond what was actually there. We have been able to work with mocap and blending mocap together and adjusting the timing of mocap, which used to be almost really impossible back in the day. It’s nice that you can actually use mocap data as clips, essentially, and slide it around so it matches the timing you want more accurately."

WHO THEY ARE

Sandy Selinger, partner, head of business affairs; Justin Booth-Clibborn, partner, executive producer; Eben Mears, partner, head of technology and 2D, Flame artist, director; Marco Spier, partner, creative director; Kylie Matulick, partner, creative director; Marie Hyon, partner, creative director; Todd Mueller, partner, creative director.

TECHNOLOGY

SOFTIMAGE|XSI
Discreet Flame, Smoke
Alias Maya
Apple Final Cut Pro
Adobe Photoshop
After Effects

PSYOP

124 Rivington Street
New York, NY 10002
www.psyop.tv
ph. 212.533.9055



Bookmark and Share

Post a Comment

Name:
Email:
Comments:

Please enter the letters or numbers you see in the image.
Your message will be reviewed before it is posted

Subscribe to StudioDaily Podcast


        brand new  
  Studio/monthly magazine   store   rich media tutorials  
 
Studio/monthly magazine

Subscribe to Studio/monthly and catch up, anywhere you go, on top production and post trends, tutorials and product reviews. Click here to get it delivered to your doorstep.

   
video tutorials

All New Video Tutorials.. Avid, Final Cut- RED camera tutorials, Imagineer mogul, Trapcode Form, Apple Motion and many more tutorials on editing, VFX, animation.

 
           
    STUDIO DAILY © 2008 Access Intelligence LLC. All Rights Reserved.



Related Content