Attack – Redchillies VFX
Dhamaka – Redchillies vfx
Khaleja – Pixelloid
RRR – Crowd Simulation – Makuta VFX
T-Junction Master shots with TyFlow Crowd Simulation plus live crowd multiple layers we used to composite this episode.
Dhruva – Pixelloid Studios
RRR – Alzahra Studio
Maradona – Mindstein Studios
Minnal Murali – Mindstein Studios
RRR – Firefly Creative Studio
RRR – Komaram Bheemudo – Makuta Visual Effects
Due to the rock-solid rendering and shading, we were able to create multiple extension duplicates and material variations that we wouldn’t have been able to do with our previous pipeline.
RRR – Intermission Fight – Makuta Visual Effects
After the first Covid lockdown, filming on this scene resumed with a reduced set which needed to be recreated digitally for the hand-to-hand fight sequence. In addition to this, we created the entire palace grounds layout after LiDAR scanning the space for the opening establisher and build-up shots showcased the exterior gate at night along with fully digital sets and characters to populate the crowd not only at the start, but within the entire fight sequence as well.
RRR – Climax Forest Fight – Makuta Visual Effects
Bulbbul – Redchillies vfx
This project is special for us, given the scale of certain effects we utilised in it. From raging forest conflagrations to fields filled with dense ‘Kash Phool (kans grass), Bulbbul was all about the behaviour of natural elements. Working on the inverted foot was an exciting challenge, as it involved delving deeper into human anatomy. Adding to that were scenic day-night conversions, as well as the red moon transitions, particle disintegration effects and a lot more.