Skip to main content

Art Direction for Hollywood movies using Blender

Jonathan Opgenhaffen is an experienced Art Director at Framestore, in London, with experience in design supervision (pre and post production), concept art, and visual effects. Skilled as both a creative supervisor, concept designer, and technical artist. Jonathan has worked for 15 years in companies such as Double Negative, Rainmaker London, Indestructible Production etc. Now, he works as Art Director at Framestore, well known for visual effects, creating extraordinary images and scenes for some of Hollywood’s biggest pictures, collecting every possible industry award along the way. Jonathan worked on The Midnight Sky, Project: Power, Spider-Man: Far From Home, Avengers: Infinity Wars, Pacific Rim: Uprising, and Wonder Woman to name a few. After you read the interview, we suggest to check Jonatha’s ArtStation profile and his amazing works one by one. They are beautiful and created (also) with Blender 3D. Do you use Blender both in your professional works and your personal one? Yes, absolutely… In the Framestore Art Department, we basically get to use whichever software we need to get the job done. I used to mainly use Modo as my main 3D tool, but Blender blew it out of the water, to be honest. I didn’t find the learning curve particularly easy at the very beginning, but after trying it out on a few concepts while working on Spider-Man: Far From Home, I started to realise the potential of Blender. Then once I got comfortable with Blender, I realised I could use it as a true design tool, rather than a 3D program I could use to support my Photoshop paintings. One of my latest projects was to help design and build the Aether spaceship for The Midnight Sky, under the supervision of the legendary production designer, Jim Bissell. The exterior of the ship was modelled, textured, and shades completely in Blender. I literally didn’t need to jump into Photoshop once to do any paintover, which was not the norm for me. Jim would come by, and we could look at the ship in Blender with the Eevee viewport and I could take notes and discuss design changes and do everything interactively within Blender. Being able to annotate in 3D was a god sent! During my time on set at Shepperton, everyone was amazed by the things Blender allowed me to do, especially in real-time. I’d watch other artists rendering a small frame for what felt like hours, while I’d be able to do Eevee renders in seconds, or 8-16k cycles renders in less than 8 minutes. It was definitely a powerful tool to actually design, as opposed to just modelling. Once completed, I packed all the textures and sent my Blender file over to the VFX Department at Framestore to do their magic to build a detailed, FX-ready model for the film. It was a great experience seeing the final result being so very close to the concept model I was able to build in Blender.

Popular posts from this blog

Big Blender Projects For 2021

Let’s leave 2020 behind and look forward to a new year, and new projects at Blender.  To recap: in 2020, Blender saw huge developments, both technically and creatively. There were no less than four releases, including one Long-Term Support release. On the Studio side, a new Open Movie called  Sprite Fright  was greenlit, and is currently in the early stages of production.  And this year, there are a bunch of other innovations coming up. Here, we share just a few.  Everything Nodes This is a blockbuster project. By the time it’s matured, there will be whole new ways to create within Blender. As the name suggests, Everything Nodes allows you to use nodes to make almost all aspects of your projects, procedurally. Think of how nodes are currently used to craft shaders and materials, but then vastly expanded.   So… why should you  want  to make everything with nodes?   Well, this approach means that flexibility and granular control get a massive bump, ensuring that complex results are eas

Here’s Why Taylor Swift Is Fighting With A Utah Theme Park

Singer Taylor Swift escalated a feud with Evermore Park in Pleasant Grove, Utah, this week after the theme park sued the singer for copyright infringement over her Evermore album, alleging in a new lawsuit that the fantasy park has been illegally performing Swift’s music for years without proper licensing. Evermore Park is a self-described “experience park” in Utah themed to a European-style fantasy village with performers playing “fantasy characters,” which shares a name with Swift’s Evermore album released in December. The park filed a federal lawsuit against Swift, her TAS Rights Management company and merchandise company Taylor Nation on Feb. 2, alleging the singer had violated the company’s “Evermore” trademark through her album and accompanying merchandise. Swift’s Evermore products are “counterfeit” because they violate the park’s trademark on specific items, the park alleged, also pointing to how Swift described the album using the term “escapism”—which Evermore Park’s

Module teams for core Blender development

  Blender is growing fast. With the success of the   Blender Development Fund   and industry support, it’s important to make sure that the blender.org project organization remains future proof. Numerous activities around Blender are now performed by full-time employees or people working remotely on a grant. Together, they take care of many core development projects and topics such as improving code quality, documentation, developer operations and support. All very important, but how do these efforts relate to work done by other contributors or by volunteers? In the past months, I have been working with the Blender Institute crew to tackle our growing plans (and pains). When a team gets bigger you need operations management, coordinators, and human resources specialists. We need a definition of developer roles such as principal engineers, seniors, and product designers. And we need to define how projects are being organized in general.   After reviewing popular development organizati