Armand Niculescu, BEng, MSM, is a 34 year old Art Director at Media Division. and he enjoys working with visual arts for film, web and print. You can find him on Facebook, Google+ and you can see his photography gallery.

13 responses to “The making of Avatar – some juicy details”

  1. freek Hoekstra

    great article,
    thanks a lot for this. i was wondering how they got the skin to look so great.
    also the movement of the lips over the teeth
    and compression when the characters grab and kiss.
    amazing artwork…

    a sub-surface absorption layer, interesting.
    this is proprietary technology i assume..
    (pity :P ) but it makes sense.
    ps any knowledge about it being used differently among characters.
    (for instance jake’s avatar seems more “translucent” then neytiri’s in the above shot)
    it could be lighting, but it seems the shader is different.

    another thing for me are the enviroments and plants, they are wonderfull,
    not only by design but the rendering quality s of the chart…
    i first believed they were actually filmed,
    they had me fooled…

    in any event…
    this movies artwork amazes more and more every time.
    hat’s off to all who worked on it!

    1. rahul pansari

      CAN u tell or explain some points about how can i perpare skin in photoshop n some important points about photo shop

  2. George

    You already have a plugin to do things like compresion in Maya
    check

    http://kickstandlabs.com/site/stretchmesh/stretchmesh-features/

    1. Hand Solo

      Or, just use the one that comes with Maya.

  3. Pompoko

    Weta Digital would have come up with their own compression tool in their rigging pipeline, so they can go in there and continually improve/refine tool specifically to how they want in not just Avatar but any subsequent movie projects they’ll be working on. So it’s a better investment for them to come up with their own most of the time.

    Wait till DVD’s or Bluray comes out, and you’ll see that they even went extra miles to create all the tiny muscle and tendon twitches on neck and all other body areas, which audience won’t see until they see it frame by frame…but it’s there to up the whole realism of each Nav’i :)

    Different look in between Na’vi characters can vary on the following reasons:

    1) Different stage of production ~ some of the shots that were rendered as early as back in mid/late 2008 might have less tweaked shader changes to renders at the end of 2009, which would have no doubt be a more mature tweak.

    2) Variation of environment ~ According to the setting of environment (bright sun, gloomy day, rainy day, in the open, midst of jungle…etc.), Lighting TD’s will set different IBL’s as well as other lights positioned/angled around characters accordingly to that particular shot, hence will be affecting overall skin tone and translucency of any character and varies in between shots.

    3) Different Lighting TD’s ~ There’s over 100 Lighting TD’s worked on Avatar, so it’s hard to keep consistency throughout shots…even within sequence where you ideally want lighting continuity from shots to shots, there can be slight difference in tone simply because each lighting TD’s have their own technique and experience to put into their lighting shots. However most of these can be amended/controlled by CG supervisers’ directions and of course James Cameron’s perfectionist eyes…and last but not the least…final comping can tweak and fix any major difference in tones between shots.

    Above reasonings are just my personal guessing, so don’t take it too literally as the right answer :P

    Anyway a great article that sums up overall technical accomplishment of Avatar!

  4. Drakaran

    What was the main render engine for the scenes? Was it Pixar Renderman? And is there any more info on how weta built the animals? When you talk about the various internal layers, were they ALL modeled like how muscles are, or was it some other method? Or were they used as subcutaneous layers for rendering?

  5. Drakaran

    thanks for the quick reply on the rendering. I can believe the use of Houdini for the muscles, it has a great system for visualizing muscle mass and attachment (including realistic muscle jiggle and the like), but it’s really long-winded to set up for as you have to describe so much in the process.

    Anyway, I really appreciate this article cause it’s so hard to find out the production aspects of animation behind the scenes for those interested in the industry.

  6. dean

    that movie is like so good
    like it wos like real to me
    i do not no what to say
    but wow
    if i avr head a shot be one of thos Avatar’s that would mak my day
    it would be alot of fun doin it
    yea but it would be alot of work but at the sam time it would be fun as will
    i seend the movie like now 8 times so far and i really love it
    its to the pont that i spak like a Avatar
    that is what it taks to be a akter and i can evein fak cry alot so yea i hop to see a nother
    Avatar movie

  7. erdene

    Wooow

  8. abhijeet manmode

    i am a student at Film ant Television Institute of India,pune (INDIA)
    i found this informatin very useful……….
    please update more information.
    thanks………………

  9. Lucy

    Hi,
    I really wanted to ask if there were any concept ideas of the navi made in silicone and finished to a high standard? As i am intending on making one for my final year project at university and need a industry context and evidence of this to show to my tutors, fi you could help in any way that would be fantastic.

    Thanks,
    Lucy