[Los Angeles Times] How VFX updates take Godzilla back to its nuclear roots
kyonshi <[email protected]> Sat, 10 Feb 2024 11:39:59 +0100
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https://www.latimes.com/entertainment-arts/awards/story/2024-02-06/creative-vfx-sees-godzilla-get-even-scarier-in-minus-one How VFX updates take Godzilla back to its nuclear roots By Bob Strauss Feb. 6, 2024 4:30 AM PT “Godzilla: Minus One’s” Takashi Yamazaki is the first feature director to be nominated for a visual effects Academy Award since Stanley Kubrick in 1969. That was for the medium-changing “2001: A Space Odyssey,” something the 59-year-old Japanese filmmaker is abashedly aware of. “Thank you so much for even mentioning it,” a blushing Yamazaki says through an interpreter on a Zoom interview from his single-floor Tokyo CG studio, where a 35-person crew made Japan’s 70-year-old king of kaiju monsters look better than ever. “I don’t think I can really process that right now. I definitely can’t get carried away!” Yamazaki definitely has a knack for self-control. “Minus One’s” rich, gorgeous visual effects, seen in two-thirds of the unusually emotional, 38th Godzilla movie, cost between a quarter and a third of the film’s bargain-basement budget (less than $15 million). There were no limits to his formal ambitions, though. Set primarily two years after World War II in devastated Tokyo and the nearby Pacific, “Minus One” indulges lavish recreations of 1940s cityscapes in various stages of repair (which are again, of course, soon demolished), spectacles at and under the sea of the giant, radioactive lizard battling flotillas of warships, and the most persuasively beastial Godzilla ever filmed. “We wanted to make Godzilla very, very cool for this film,” says Yamazaki, who after much trial and error utilized aesthetics his team employed for the “Godzilla: The Ride” attraction at Japan’s Seibuen Amusement Park. “The head is on the smaller side, the legs are very thick. When the feet are stomping on the ground, you can almost see the toes being raised, like a wild animal’s. And we wanted impact for the audience, so there’s an intense level of getting up close, personal and detailed, that you can’t really do with a man in a suit.” Yamazaki refers to Toho Studios’ original method of filming Godzilla rampages in 1954. But his movie’s creaturific particulars surpass those of Legendary Entertainment’s nine-figure Monsterverse adaptations as well. “In terms of polygon counts, we’re talking millions that went into creating Godzilla this time,” says Yamazaki, who did initial drawings and sculpture software models that were then refined by artist Kosuke Taguchi with optimized computer graphics data. “In terms of the skin texture, there was a dinosaur origin, but when it’s wounded, a regeneration happens and there’s a different texture, like you would see on any wound. We wanted a mix, brought in new layers that would make the look very unique.” Also distinctive is how the monster’s super-spikey dorsal fins realign and emit blue radiation light as he fires up his devastating heat ray. “We wanted to go back to the original reason for Godzilla’s existence,” Yamazaki explains. “The creature is a metaphor for nuclear weapons, so we mimicked the way a weapon would work inside of his body. Each element would come together and create an implosion, and that’s when the blue rays would come out.” Since Godzilla grew out of Japan’s atomic bombing trauma, his destruction of Tokyo’s Ginza district and assorted ships culminate in terrible — but gorgeous — mushroom clouds. Trouble was, the look Yamazaki craved was too big to simulate in CG. An old-fashioned technique saved the day for the otherwise computer-generated spectacle. “We had a matte artist who did 2-D that had a little bit of movement,” the director says. “Once we found that that switch was actually working, we were like, ‘Oh, my gosh, we spent so much time with CG that couldn’t get it, but now we have this really cool trick to get the mushroom clouds in there!’”