Wake Up and Smell the Pixels
Article by
Eric TobiasonApril 5, 2007
We were contacted to produce an image for a client that combined
two adages of over-communication into one visual: talking until one
is blue in the face and listening until one's ear falls off,
indulgences that could be afforded thanks to their low-cost
cellular phone service. Our client envisioned using a shot of a Mr.
Potato Head toy, with a cell phone imaged into one plastic hand,
his ear lying on the ground beside him and further Photoshop magic
turning that brown spud blue... which would be one way of going
about it. But I had a better idea.
I suggested that we build a 3D Mr. Potato Head, ála Pixar and Toy
Story. Alter Image has been producing great photography and digital
imaging for ten years now, which is why this client came to us, but
I started the CGI department only about three years ago and it
isn't as well known. We let the client know we felt that creating a
custom spud man would improve the final image by giving us the
flexibility to really integrate him with the cell phone-besides the
obvious benefit of making him blue from the start, we could bend
his arms, mold his fingers around the phone, push his facial
expression. After some hesitation, the client agreed.
Art directing CGI for print can be confusing, as the technology is
too new to be widely understood within the design community. CGI is
a strange combination of incredible flexibility and strict rules, a
juxtaposition that [I]anyone[/I] without knowledge of the
underlying reasons would have trouble reconciling. On the one hand,
if the client felt that our spud was too matte or too shiny, too
reflective or not reflective enough, too cerulean or too royal, it
was very easy to change the basic physical properties of his
surfaces, not something that you can normally do at a photoshoot
due to physics and sundry other laws of nature-and often not
something that can be easily done through retouching, either. This
might lead one to believe that CGI is quite flexible. But, no, you
then learn that there are certain things that can't be done,
principally 2D effects and other illustrative cheats that have to
be addressed through digital imaging. This is because CGI is more
similar to photography than illustration, with virtual lights and
cameras that have real-world characteristics, and objects that are
truly three-dimensional within computer space. And sometimes what
was easy to change in one step becomes more difficult at a later
step, like the shape of an object (also called a model), for
example. Allow me to use photography as an analogy: a client who
decides at the photoshoot that they don't like the model that was
decided on from the comp cards and look-see shots expects that it
will take time (and money) to step back and reschedule the shoot,
book a new model, and so on. CGI is similar-in the "comp card"
stage (sketching and initial modeling), it's easy to change your
mind on the shape of the model, but once you're lighting for the
shoot, well... then it gets more complicated.
And on top of all this, there is a little bit of faith involved,
because what you see on screen during the process is only an
approximation of the final image, which can take hours to generate
as the computer traces millions of virtual light rays in order to
render a final picture that holds up to print resolution sizes. So
you work with low-resolution proxy renders and grainy real-time
approximations. And the in-between steps don't look like an
unfinished professional piece... they look like finished,
run-of-the-mill bad CGI, which can spook unwary clients. To borrow
photography again for another analogy, the first test shots at the
photoshoot don't look like "professional photography" in progress,
either. They just look like bad shots-but everyone can picture the
work that lies ahead to get the shot that they want. CGI is the
same way, with bad test shots that look finished, but aren't,
leading up to a great final image.
Which brings us to the final image (fig. 1) of our Potato Head,
which was exactly what the client wanted. The cell phone was
photographed, and Mrs. Potato Head (who appears in the cell phone
window) was also photographed, and they were all composited with
the CG Potato Head. Our client was happy, and felt that they had
learned something: they came to us looking for standard
photo-retouching, and learned that CGI is the way to go, the wave
of the future.
Not quite. Their studio had another project, featuring a shoe made
of completely water resistant material. They wanted to show the
shoe being wrung out like a towel, with water pouring out of it, an
exaggeration that would get the shoe's all-weather durability
across. They contacted us about creating a CG shoe to twist into
the shape they wanted. But CGI isn't appropriate for every image.
Why spend the time and money making a CG shoe to look like a real
shoe that we have on hand, and can shoot conventionally? Okay, you
need to twist it around, but couldn't we twist the real shoe, even
a little?
We suggested that they get us a couple of extra shoes to experiment
with. They did, and we cut the sole out of one, split another in
half, nailed the pieces to boards and twisted them all around, shot
the different pieces with hands, without hands, with water dripping
over them, shot water alone, and then composited it all together.
No CGI was used at all, even though the client had asked for it.
And, again, the final image was exactly what they were looking for
(fig. 2).
What I find interesting is that in both of these cases we were able
to give the client what they were [I]looking[/I] for, even though
we never gave them exactly what they were [I] asking[/I] for. We
were lucky in these cases to have a client that understood our
reasoning and allowed us the freedom to use the methods we felt
were most appropriate in each case. If we had given them exactly
what they asked for-if they had demanded certain steps in the
process-the final image would have suffered in some critical way:
quality, time, or cost.
Now suppose for a moment that I am an art director (which isn't too
much of a leap, as I used to be), or an art buyer. When I hire a
photographer at one location and a retoucher from somewhere else,
and throw in a CGI studio from yet another place, I'm dictating the
process. No one is going to question how I've decided to split up
the creation of my image: the photographer is not going to give up
his piece of the business by telling me that something would be
better off as CGI, neither will the retoucher, and the CGI studio
won't tell me that I'll get a better image if I don't use them at
all either... and while I imagine money is the biggest factor, I
don't think it's the only factor. They may not know enough about
the other parts of the image creation process to even realize that
there could be a better way to realize their client's concept, a
way that doesn't include their part in the picture. Each cog is
concerned with doing their part the best that they can, without an
eye for what's best overall, for the big picture. I'm at least
taking a hit on time, as I work harder to manage these different
groups who aren't used to working together, and I may be taking a
hit on quality and/or cost as well.
There are more and more studios out there that think similarly:
places that treat image creation as the single process that it is
and move forward accordingly, places that take your concept and
then figure out the best way to realize it, while at the same time
managing all of the image creation steps for you.
Not many studios have photography, retouching and CGI in house like
we do, but there are a lot of places out there with at least two
out of the three, and there are more today than there were
yesterday which leads me to believe that there will be even more
tomorrow. This trend of integration and partnering between
photographers, retouchers and CGI studios is a relatively new
phenomenon but I think it will continue because it is based on a
simple truth-image creation is a single process, whether art
directors and art buyers split it up into pieces or not. Pixels are
pixels are pixels: whether they are captured by photography or
generated by CGI, if they are created with artistry and blended
together with skill, if each step in the process is integrated and
informed by every other step in the process, the final image can
only benefit.
You should take advantage of this approach, which allows for a
certain amount of freedom to focus on the big picture. If you don't
have to concern yourself with [I]how[/I] an image could or should
be made, then you can be more creative-which in turn drives us, the
image creation specialists, to be more creative on our end in order
to get the job done, to realize the image that you have
envisioned.
It's time to wake up and smell the pixels.