Maze Runner: Scorch Trials—Building a Post-Apocalyptic City
Released on 09/17/2015
(piano riff)
(helicopter blades whirring)
Welcome to the Scorch!
The world outside's hanging on by a very thin thread.
Beyond this door,
lies the beginning of your new lives.
Hi, I'm Mike Seymour of fxguide.com for Wired,
where the Digital has just completed work
on The Scorch Trials, the new Maze Runner sequel,
for director Wes Ball.
And this film has about twice the budget
of the earlier film, but initial box office indicates
that money was very well spent.
In the sequel, Wes Ball has a much broader
and bigger canvas to paint on.
In the first film, the story kinda meant
that we would never actually see everything.
Well, not until the end.
But in this film, our heroes see virtually nothing
but vast horizons and huge empty cities.
Typically, environment work or set extensions
are built with almost like kit componentry
that's then textured.
What's fascinating about this film
is how Weta built and textured
this mythical, post-apocalyptic city.
Now, we only ever see the city destroyed,
but to get the accurate ruins, Weta built normal buildings,
and then ran a series of destruction simulations on them.
So we have not just some 3D-modeled rubble,
or some bent reinforcing,
but sort of plausibly accurate destruction.
The debris in these shots actually fell there,
it wasn't just placed by an artist.
And this is really unusual;
normally visual effects companies are paid
to make and film the destruction of cities,
not to destroy everything beforehand accurately
and then just only show us the desolate results afterwards.
Not only were the buildings all accurately modeled,
but there were no matte paintings,
not even for the distant ruins, at the insistence of
veteran VFX supervisor, Richard Hollander.
But Weta's team took it even a step further than that.
All the buildings are unique,
they're not just copied and pasted,
they're all there in the same environment,
all correctly reflecting light,
and uh, shadowing each other as they would,
thanks to Weta's new Manuka renderer.
Chris White, who headed Weta's team, told us
not only did the entire world get built and rendered as one,
but even the texturing was done primarily by simulations
and not by hand-painting.
All the kind of water and rust textures that you see
are not hand drawn.
Chris's team actually ran water simulations,
not that you'll actually get to see them, of course.
And all the kind of flapping cloth and plastic?
You guessed it, they uh, encased each building
in some kind of giant sort of sock cloth simulation,
and then the cloth caught
on only those parts of the building
that cloth would catch on.
In fact, for all the deserts we actually see in this film,
director Wes Ball only ever had
three actual sand dunes to film on.
The rest are all sand simulations.
Even the patina of the warm concrete
was weathered with particle simulations.
Basically, if this city ever got built and then deserted,
this is a vastly accurate simulation
of what it would actually look like.
The environment work then extended to inside the building,
where the underground sewers are home
to the zombie-like Cranks.
Although the lesser infected souls aboveground
were basically done with physical makeup by ADI,
the really evil Cranks below were fully CGI motion-captured
with double-jointed circus actors providing the motion.
They were then modeled with a cross between
some kind of vine-like vegetation
and a horrendous real disease that Chris White found online
called subcutaneous horn,
and trust me, do not Google images of that.
In the end, of course, most of our Gliders survived,
but there is always that third film
that Wes Ball is about to go into pre-production of
as we speak.
Well, please subscribe for more behind-the-scenes action.
I'm Mike Seymour for Wired.
(explosion) (gunshots)
(roars)
(glass shatters, snarls)
(beat)
Starring: Mike Seymour
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