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    Find Out What it Takes to Sculpt a Giant Dragon-Inspired Character Head

    Now that the prototype is built, it's time to start constructing the full-scale pieces of the giant creature. In this episode, watch the dragon-like head come to life through an advanced sculpting process, after which it's refined, detailed, and painted for a realistic look.

    Released on 07/21/2014

    Transcript

    (cheering)

    We're going back to Comic Con.

    The idea, obviously, is to kick last year's butt.

    We gotta make sure that this will actually work,

    or we're back to the drawing board.

    (foreboding drum beat)

    So many of the other designs

    are leaning toward dragonesque.

    We want to go different face that's maybe a little more

    dragon-like.

    I don't mind having the horns.

    Don't go too angry.

    And then play with some color.

    Yeah, I'll do some quick tweaks and see

    if you're feeling it.

    Okay.

    Bodin, he sculpted the majority of it.

    I mean, it was pretty much set.

    When they decided they wanted to go for a full animatronic

    lip sync mouth, some things had to change

    because Bodin's original design had t-rex teeth

    where the top row is extended.

    It's showing at all times out and hanging and showing.

    So in order to do speaking, we need lips

    that can touch.

    So we made the palate entirely inside,

    made some new teeth and gums that are gonna go inside,

    and just adjusted the lips to make it so that

    they would meet up for talking.

    We have a design, but in reality,

    that design is the sculpture as a 3D model.

    So we can output it.

    There's a number of different options as to how to

    realize one of these sculptures.

    So you can sculpt it in clay.

    You can have it milled out of foam.

    You can have it grown into the full-size piece.

    It's all a balance of time, budget, manpower,

    materials costs, all of those mixed together

    to see what the final cost will be at the end.

    If I send it to over to Alchymia, they can mill it out.

    It'll come back rough.

    Not 100%, which is fine, because then we can sculpt that.

    So that made the most sense in this case.

    So basically what we're doing is we've taken

    the digital file from Legacy,

    and then set it on this machine.

    This is a five access CNC router.

    And this is a subtractive process,

    basically machining the foam away

    to get to that final object that we're looking to do.

    You can say how big something is,

    but until you actually see it on your equipment

    and see what you're up against.

    You get these machines that are basically sculpting

    the rough form overnight, over the weekends, over holidays,

    when he's not even there half the time.

    It's just sculpting by itself.

    So Monday through Thursday, so tomorrow,

    at some time tomorrow, the shop should have that

    in your hands. Right.

    I have the head.

    The head is right here.

    You can have two or three guys completely refine

    that sculpture, add detail, add realism,

    take out the eyes.

    A lot of stuff that we don't have to do here

    on the computer, it goes off to Alfred.

    We keep working on other things.

    And when the sculpture comes in,

    I just throw the team on.

    And so it's not a team of sculptors for a week

    to get that done, it's two or three guys

    for a couple of days.

    These are the horns.

    It basically goes right here.

    There's a socket right there?

    Yeah, it's fur basically from here back,

    so we don't need to see what's-

    What's fur?

    Oh, I see.

    Oh, that's great.

    It transitions to fur.

    Okay, cool.

    The choice that we had in foam

    and what was available to us wouldn't have

    all of the detail in there.

    So when it comes back here, we hand over

    the maquette that has all of that detail

    to the traditional sculptors, who are gonna

    sculpt it right back into the foam.

    Have reference between photos and this maquette,

    and bring that detail back into the foam

    way faster than letting the machine do it.

    We always try to refer back to real stuff,

    just to see.

    Because he talks.

    This nice fleshy bit would be kind of cool

    if you could see it in there.

    This all turns kind of like skin.

    It's kind of tricky to figure out where

    the scales stop and where the big mushy lips start.

    All three of these gentlemen have played

    very important roles in the creation of

    the dinosaurs from the Jurassic Park movies.

    Chris Swift over here is known as the raptor guy

    in Jurassic Park One.

    Mark Maitre, stegosaurus from Jurassic Two,

    The Lost World.

    And Paul Mejias, he on the gallomimus,

    the running dinosaurs from Jurassic Park One.

    It's reminiscent because actually,

    Mark's stegosaurus was the first large character

    that we did in yellow foam.

    So this is the same technique we used on the stegosaurus.

    For Jurassic, everything was still clay.

    So it's the same technique we used on Jurassic too.

    So it brings back some memories.

    Back then, we did maquettes in clay.

    Now it's all grown.

    When we're done with the basic sculpture,

    it gets painted all over.

    Once you paint it, then you go back in with

    a little bead of clean clay along that line,

    and then you sculpt that clean clay,

    and then you paint it one more time.

    And now we're off to molding.

    (exciting brass music)

    (cymbal crash)

    [Male] Go to Wired.com for the entire

    Giant Creature series.

    (adventurous drum music)

    HOW TO MAKE A GIANT CREATURE - The Webseries

    Produced by Stan Winston School for WIRED in association with: Legacy Effects, Condé Nast Entertainment & Stratasys

    Executive Producers: Matt Winston, Erich Grey Litoff

    Producers: John Ales, David Sanger

    Director of Photography: John Ales

    Production Coordinators: Maggie Sayer, Teresa Loera

    Camera Department: John Ales, Jake Borowski, Ben Saltzman, Peter Gould, Chris Trueman

    Production Intern: Nick Norton

    Post-Production:
    Lead Editor: Damien Acker
    Editor and Live Editorial Lead: Yukako Shimada
    Editors: Peter Gould, Jacob Goodman
    Assistant Editors: Jake Borowski, Ben Saltzman

    Giant Creature LIVE Team:
    Live Coordinator: Christopher Vaughan
    Live Editorial: Yukako Shimada
    Cameras: Jake Borowski, Peter Gould, Ben Saltzman
    Sound: Chris Trueman
    Giant Creature Live Assistant: Ryan Cultrera
    Production Interns: Nick Norton, Marni Roberts

    Social Media for SWSCA: Andy Franco

    Music by Network Music Lab: www.networkmusiclab.com

    GIANT CREATURE CREATED BY LEGACY EFFECTS

    Giant Creature Project Supervisor: Alan Scott

    DESIGN: Jim Charmatz, Kourtney Coats, Darnell Isom, Scott Patton, Greg Smith Won-Il Song, Bodin Sterba

    RAPID-PROTOTYPING: Jason Lopes

    ART DEPARTMENT: David Monzingo-Supervisor, Vance Hartwell, Trevor Hensley, Akihito Ikeda, Mark Killingsworth, Mark Maitre, Jason Matthews, Paul Mejias, Rob Ramsdell, Christopher Swift

    FABRICATION DEPARTMENT: Dawn Dininger, Ted Haines, Bruce D. Mitchell, Tracey Roberts, Amy Whetsel

    PAINTERS: John Cherevka, Erick De La Vega, Jamie S. Grove, Derek Rosengrant

    MODEL DEPARTMENT: David Merritt-Supervisor, Brian Claus, Ken Cornett, Alan Garber, Jesse Gee, James Springham

    MECHANICAL DEPARTMENT: Peter Weir Clarke, David Covarrubias, Rich Haugen, Seth Hays, Russ Herpich, Hiroshi 'Kan' Ikeuchi, Jeff Jingle, Jim Kundig, Richard Landon, Lon Muckey, Brian Namanny, Hannah Wilk

    ELECTRONICS DEPARTMENT: Rodrick Khachatoorian, Greg Keto

    MOLD DEPARTMENT: Damian Fisher-Supervisor, Javier Contreras, Tony Contreras, Lou Diaz, Jeff L. Deist, Chris Grossnickle, Clay Martinez, Jacob Roanhaus, Frank Ryberg, Jaime Siska, Gary Yee

    FOAM DEPARTMENT: Cory Czekaj-Supervisor, Ken Culver, Jacob Roanhaus

    HAIR DEPARTMENT: Connie Grayson Criswell

    3D PRINTING BY STRATASYS: Terry Hoppe, Bonnie Meyer Darren Perry, Isaac Damhoff, Michael Block, Jay Beversdorf, Kevin Nerem, Mac Cameron, Paul Merrill, Dan Wahtera, Jamal Muhammad, Bill Morrow, J Consuelo Mendez

    RANCHO CA OFFICE UNDER TERRY HOPPE: Steve Gibson, Mark Bashor, Patrick Brault

    BILLERICA OFFICE UNDER TERRY HOPPE: Leslie Frost

    ADDITIONAL STRATASYS STAFF: Jessica Songetay, James Berlin, Chris Cates, Dustin Kloempken, Cathleen Kadletz, Marc Downie, Ryan Litman, Daryl Baumgartner

    FUR BY NATIONAL FIBER TECHNOLOGY: http://www.nftech.com
    Maggie Bloomer, Kim Clark, Fred Fehrmann, Emile Gagne, Carol Goans, Juan Gomez, Talia Harvey, Kaitlin Hardy, Allison LeSaffre, Kate Maloney, Chris McMullen, Abby Roy

    "AUGMENTED REALITY" BY BLIPPAR: https://blippar.com/en/
    Marc Florestant-3D Artist, Leon Tyler, Radu Nicolau, Matt Banyard, Gareth Upton, Mike Harris, Brian Morales, Cheena Jain, Patrick Aluise

    FOAM MILLING BY ALCHYMIA: Alfred Kuan

    SOUND EFFECTS BY ANARCHY POST: http://www.anarchypost.net
    Dan Snow, Tom Boykin

    SOUND & LIGHTING CONTROLLERS BY ADAFRUIT: https://www.adafruit.com
    SPECIAL THANKS: John Rosengrant, Shane Mahan, Lindsay MacGowan

    New Deal Studioses: Shannon Gans, Matthew Gratzner, Ian Hunter

    Visit our WEBSITE: https://www.stanwinstonschool.com

    SUBSCRIBE to SWSCA on YouTube: http://bit.ly/Zp70T4

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