<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Cgi - vo.rs</title><link>https://vo.rs/tags/cgi/</link><description>Latest from the Cgi desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Wed, 21 Aug 2024 13:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/cgi/" rel="self" type="application/rss+xml"/><item><title>The Death of the Man in the Suit: Creature Design After CGI</title><link>https://vo.rs/screen/the-death-of-the-man-in-the-suit-creature-design-after-cgi/</link><description>&lt;p&gt;For most of the twentieth century, a film monster was a person. Somebody sweated inside a foam-latex suit under hot lights, saw the world through a mask with terrible peripheral vision, and moved that body across a real set while a real camera watched. The constraint was total and it was the making of the whole art form. When creature design went digital, the industry celebrated the liberation — anything imaginable, no more actors fainting inside rubber — and it was right about the freedom. It was slower to notice what it had thrown away. The man in the suit was a set of limits, and those limits were where the fear lived.&lt;/p&gt;</description><pubDate>Wed, 21 Aug 2024 13:00:00 +0000</pubDate></item><item><title>What Latex Knows That Pixels Don't: Practical Effects vs CGI</title><link>https://vo.rs/screen/what-latex-knows-that-pixels-dont-practical-effects-vs-cgi/</link><description>&lt;p&gt;Watch Rob Bottin&amp;rsquo;s creature work in &lt;em&gt;The Thing&lt;/em&gt; (1982) beside almost any digital monster of the last decade and the older film wins on a metric that has nothing to do with nostalgia. The dog-thing splitting open, the defibrillator scene, the head that sprouts legs and scuttles away: these were built out of latex, mechanics, gelatine and enough karo syrup to drown a small town, and they still make audiences flinch forty years on. A great deal of expensive digital horror from the 2010s already looks dated. The gap is not a matter of taste or of one era being braver. It is physics, and understanding the physics tells you when to reach for the rubber and when the render is genuinely the better tool.&lt;/p&gt;</description><pubDate>Sat, 18 Nov 2023 13:00:00 +0000</pubDate></item></channel></rss>