The Spirits Within
- World Creation - Tera-Forming
Tera-Forming
To
achieve lush environments, the Sets and Props Section had to build
each of the virtual landscapes with keen procession. Because the
characters had to interact with the landscapes, the basic angles
and contours had to be recreated in the motion capture studios.
A characters posture would not look correct if he was climbing
a hill with a 10% slope while standing on a landscape with a 40%
slope. Careful attention had to be paid to the land and the way
the characters interacted with it beneath them.
The final vistas seen in the
movie are distance cousins of the landscapes given to the Animation
Section. Steven Preeg, a Technical Director of Sets and Props,
described some of the challenges they faced in modeling, "Animation
uses a lower resolution version of the model. When you're trying
to make terrain that people walk on, you must have enough detail
so that their foot has a spot to land on. The final models weren't
ready yet; so we built a rough model and delivered that to animation,
then they go thte motion capture data in. When they applied the
motion capture data, all of a sudden we had to build the terrain
around each step that each person took to make sure they're stepping
on something."
Of course, the final models
seen in the movie are composed of millions of polygons meshed
together to created plains, ridges, craters, and other landscapes.
Features such a rolls, bumps and holes add thousands of extra
polygons to a landscape. With big sets such as Tucson and the
Caspian that stretch for miles, it would have taken several minutes
for artists' computers to open the files. By simplifying the models
by taking away polygons, and replacing data-heavy textures with
simple shading, Sets and Props converted huge files down to something
more manageable.
While the Animation Section
used rough-but-accurate models to bring scenes to life, Sets and
Props fleshed out the models, adding textures and more in depth
details to make the movies scenery. During this process, different
artist took on amazing new areas of theory. "Threw were certain
people in Sets and Props who began to consider themselves experts
in dirt," remembers Preeg. "They made dirt for months
and month. Between the Crater, Battlefield Wasteland, and some
of the other shots, they were dong rocks and dirt for a year."
The Animation Section also
used displacement mapping to cut down on some of the sets. When
Aki goes searching for life in Old New York, the ruined city was
a flat scene made to look more three-dimensional through displacement
mapping. "In AAB (Aki's Adventure Part B, see FFAP), when
she's running through destroyed New York, a lot of the buildings
were a single flat polygon with displacement mapping such as 3D
window sills or columns to give it depth."
All of this combined lends
to some of the most impressive rendered landscapes in film history.