TNG Visual Effects
Main Office - Los Angeles
North American Services
TNG Visual Effects 3D scanning systems allow us to serve your production locally in Canada and the U.S. See map below for locations.
TNG AT YOUR SERVICE
TNG Headquarters LA
TNG Visual Effects is a 3D scanning company in the entertainment industry that specializes in the creation of photorealistic digital assets. Many characters, vehicles, cars, sets, props, animals, sculptures and other items have been added to TNG's scope of work since the company's inception in 2009.
The TNG team knows how to work with producers, directors, coordinators, A-list talent and other agencies, making the most of their precious time and ensuring a successful project. TNG's work is always guaranteed.
The TNG scan team is also highly noted for their ability to travel at a moments notice for a project. Exclusive use of highly mobile scanning systems allow for TNG to perform scans in practically any location. Express Scanning.
Full 3D Character Scanning
A Note From Our Founder
TNG Visual Effects Founder
May is here and the summer will soon be upon us with blockbuster movies, sunshine and vacations. We find it a mixed bag from a business point of view, and try to rotate some vacations while also maintaining a crew to service your needs.
We are working on getting our satellites up and running and having everyone trained. This is a challenge that some go through as they grow, I'm sure. We are also running QC through our Los Angeles office to maintain standards for quality.
In the meantime, we will keep our blogs going out, as well as our monthly newsletter, to keep everyone informed on what's going on in our business.
We are always looking for new partners that are synergistic to our service and who can help our customers and theirs realize more savings by working with both of us.
I hope you enjoy this month's newsletter and I wish you all a great month, quarter, and year.
Blend Shape for Expressions
Look Who's Talking About Us
"I just contracted Nick Tesi and TNG for digital doubles required on an ABC television pilot. Nick has been my go to guy when it comes to digital doubles for years now. As always the work was exceptional and in this case he upped his game once more. The level of quality to the scans and textures has grown better and better every time we work together. It's because of that fact and their ability to turn around the cleaned up data quickly is why I continually go back to Nick and TNG time and time again".
Mark Kolpack, VFX Supervisor
"Agents of S.H.I.E.L.D."
Heads Up for a Clean Up
Does Your Head
Work for You?
heads is the most important work we do. They stand out because the end result must be photo real. The hair line, the ears, the nose, the mouth and especially the eyes need to look exactly like the image we took for the reference picture to do it justice
. It is our challenge to give you everything you expect in the head scan. After all, the actor's transition from live action to cyber-character has to be believable.
This is where we take our time. I guess you can call it the money shot; matching everything exactly to the character. Of course our model does not have a soul when we send it out, however it must be adaptable. This head may be for a movie, a commercial or a trailer in a video game. It needs to do its part in holding up the story-telling process and the vision needs to come through in the VFX shot, or it does not work.
We start by getting in front of the character (your talent).
their head and examine it on our computer. We may shoot it a couple of times to make sure we have what we need as it only takes a few minutes for each scan. The head is scanned separate from the body for closer details.
We then start the pre-processing - slowly matching/ stitching the head together. We then go through the re-topologizing stage following our standard head cage, or yours to make sure the rigor will have the setup they can rig. We set up the quads and edge loops for animation and UV the model to prepare for texturing.
The texture shoot is a separate photo shoot made on site with a very high resolution camera to get all the details needed in texturing. We also use a polarization system to take all the highlights out, giving production a flat lit model to re-light to match their own environment. When the texturing is complete, we do a final run through of the model to make sure it has the level of detail needed. We then QC the model for final delivery.
This is a simplistic explanation for part of our workflow that takes days. Other parts of the process could be cyber hair and expressions for blend shapes. We deliver what you need and therefore pay attention to the details. Look at your next head model, is it living up to your expectations?
Buildings and Set Scanning
Cars, Trains and Airplanes
Cars,Trains and Airplanes
We need our transportation. As you see in Films, TV and Video Games, car chases are great, and usually involve a truck or bus in the wreck. In the sky, there are airplanes, helicopters, drones, rockets, kites and other airborne items. All these vehicles can be scanned
, and should be. Imagine the director saying no to a shot, that it's all wrong and needs to be shot again. The cost to bring in more vehicles just pushed up the price. Even well choreographed scenes can go wrong.
One of the shows we worked for had a Lamborghini worth over $500,000 on loan, and not for destruction. We scanned the car and it was used in a stunt where it turned over, rolled and landed on its tires. If they used the real car for this stunt, you would only get one shot to get it right and more than likely would lose the car.
Airplanes and helicopters are other good examples when it comes to large vehicles crashing. Think of the large aircraft in Fast and Furious 5 that was brought to the ground and had a car come out of the front of it. How much would it cost to replicate that scene using real aircrafts, or drones?
Other vehicles that are commonly used are trains
: bullet trains, old trains, trolley's and the like. In these models, there may be a need to have everything scanned in, as well as a number of items scanned separately if they are going to fly off during a scene.We are all trying to anticipate our needs.
Having a number of these scanned can get expensive, so an alternative is to ask which parts are really needed and how are we covered in the event something changes? Our answer is to use insurance scanning. We can scan the item and then archive it until a decision has been made. This helps keep your costs down with maximum protection of needing it in a change, as late as post. Consider how this helps your next project.
Lidar Scanning of Buildings, Sets and Extensions
Here's what we can provide for your 3D Scanning
of a building, or buildings, for set extensions, detail, measurements, Pre-Vis, or whatever the need. More and more of the movie, TV and even game sets are being scanned and manipulated to match the vision of the director. You can start by only scanning the building area to set up your shots and move around. Then come back later and put the surface on them to make them part of the scene. In the future, saving these buildings will cut the cost of going out to a location.
This type of work saves hours or days of modeling, plus it gives precision data to build extensions or props onto or in front of the building, such as gargoyles or other accessories, as needed. These scans were used to project videos or make videos of projected themes on the buildings, and could be blown up in war movies.
Sets that are marked to strike should also be scanned in the event that you need it for another shot that popped up. This is a great opportunity to use the insurance scanning concept to have the set scanned and then archived which would eliminate the need for rebuilding.
The large area scanning
also works on more organic settings like a park or country location. This could be used for easements, planning and again Pre-Viz. The leaves of trees and other organic items may have to be modeled or generated in a different way, but the large area 3D Scanning would be a great place to start.
We will be building databases for future needs. At this time, it is very limited but it's growing. Call us for more info. Perhaps we already have something you could use.