Or notify the Mod's if you are feeling Harassed.
Only thing I'm harassing is the movie and things I specifically don't like about it and what I feel could have looked better and been more visually stunning to me.
Or notify the Mod's if you are feeling Harassed.
I know, but in his original statement he had incorrect terminology, "storyboard artist" or not. But hey, your the one standing up for a guy who is pretty much universally despised and ignored right now on this board.
I know, but in his original statement he had incorrect terminology, "storyboard artist" or not. But hey, your the one standing up for a guy who is pretty much universally despised and ignored right now on this board.
Where did you get this shot?This shot seems better than when originally released.
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Where did you get this shot?
From same article:
Creating The Hulk
Director Leterrier knew what he expected of the final design for his protagonist. I wanted something überhuman, he states. I wanted to feel texture, skin, veins. It was really important for me to hone in on a great looking Hulk. He adds that the team wasnt interested in doing simply a bulked up Edward. We wanted to do something different, where Hulk has this iconic shape, he says.
Williams knew that achieving the exact blend for a creature he believed was more linebacker than bodybuilder, who could be powerful, scary and, simultaneously, empathetic, was a monstrous task. The Hulk fans have huge expectations, and allowing todays savvy audiences to connect with any CG character requires enormous effort on the part of a films visual effects team.
As the VFX supervisor explains, successfully translating our hero from the development stages to the movie screen is predicated on our ability to find emotional characteristics in that creature. He reflects: As humans, we spend so much time scanning peoples faces. And the difference between being able to read a computer-generated character and a real human is a very narrow margin. But we naturally have the instinct to tell when something isnt right. We can tell when muscles arent firing correctly in the face, or when the eyes arent moving properly; we constantly scan other human faces to read emotion.
When they began the animation process, they knew The Hulk not only had to convey his feelings of rage and displeasure, but do so opposite a very real cast of actors. The visual effects team devised a tool set to create audience empathy for The Hulk; this allowed for the character to have a number of corporeal affectations, giving the audience visual cues to interpret what they think The Hulk is thinking and how he is feeling. Williams provides: In the tool set, we have physical attributes like a muscle structure and vascular structure that can grow or deflate in volume. To show that hes active or angry, for example, we can add or take a bit of saturation out of his colorthings that allow us to create something humans can relate to. Everybody can relate to the fact that if youre embarrassed, you become flushed in the face. Its little details like those that we needed to put into this Hulk.
Finally, size would be addressed by the designers and animators. Offers Williams: One of the big challenges on the movie was deciding the scale of the characters. Our challenge was to create a consistent size for The Hulk throughout the movie. We didnt want him to grow. We didnt want him to ebb or flow. We wanted him to be one size the whole time, so we picked 9, because it would still allow him to relate to human beings and not be so big that he would be almost alien or unbelievable. It allows you to believe hes really there, but you still have the ability for him to believably pick up a car and throw it and show other great feats of strength like slamming the ground and creating a giant chasm in the street.