A Quote by David Twohy

You hear people say that there's too much CG in movies today, but CG is what allows me to take a green-painted wall in a studio and make it disappear, and then put 100 miles of landscape in. CG, in the right hands, can be a marvelous tool.
I really don't see CG as a goal in its own right. I really do believe it's a tool. In the advertising industry I did a fair amount of CG, so I appreciate it for the tool that it is, and I think technologically where it's at now, you really can achieve most of your visual goals with either it or a mixture of it and practical effects.
This new generation of animators was trained in CG. They know all the fundamentals of any 2D animator, but a lot of them learned on these CG rigs. You give them a good rig, and they can make that thing sing.
I don't use film cameras. I don't do visual effects the same way. We don't use miniature models; it's all CG now, creating worlds in CG. It's a completely different toolset. But the rules of storytelling are the same.
I see the tool set being the same and maybe doing virtual movies and that's fine for some stories but not for others. And maybe make all CG movies but they are already doing it.
The wonderful thing about 48 fps is the integration of live action and CG elements; that is something I learned from 'The Hobbit.' We are so used to 24 fps and the romance of celluloid but at 48 fps, you cannot deny the existence of these CG creations in the same time frame and space and environment as the live action.
The wonderful thing about 48 fps is the integration of live action and CG elements; that is something I learned from 'The Hobbit.' We are so used to 24 fps and the romance of celluloid... but at 48 fps, you cannot deny the existence of these CG creations in the same time frame and space and environment as the live action.
Visual effects have always been a part of this art form. And CG is simply a tool on the filmmaker's tool belt to tell a story, but when the end result is bad - maybe it's not the tool's fault.
You look at CG sometimes and its terrible. You look at CG sometimes and its great.
It's interesting now that basically a CG set is the same cost as a real set. So like if you're going to build a CG house in the suburbs, it costs you $200,000. And if you were going to build it in a computer, it'll cost you $200,000. It's the same... the relationship is exactly the same.
And there's a visceral fun in watching Team America and making it, like taking a puppet and throwing it against the wall. Because it's not CG, there's something funny about it.
If people want to watch a CG movie, there's plenty out there.
I never want to make a movie which is going to be CG filled, cold, and computerized.
I am fortunate enough to have worked on, and continue to work on, evolutionary movies in all formats from just simple good story telling, which still matters most of all, to CG movies to tent-pole size 3D movies, and genre 3D movies like 'Piranha 3D.
For me, CG tends to feel watered down and it becomes cold because it's so perfect.
I do a lot of CG stuff for fun.
I mean, I certainly wouldn't want to paint myself as, you know, the evangelist for practical effects or some sort of anti CG guy because it's really a tool. Like filmmaking is this toolbox and you use what's appropriate in relation to the story.
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