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Double Negative

Double Negative

Visual effects companyWikipedia

Search complete. 8 mentions across 6 episodes found for "Double Negative".

Sep 10, 2026

Carsten KapernickGUEST
34:42
So Duncan Studios stepped up for that one and, and hand, um, drew Bugs, for example, for that scene that Bugs is in.
Carsten KapernickGUEST
34:49
And, um, it, I, I, I love, I love those little touches, and I think the VFX team, the DNEG, uh, the DNEG VFX team did a really great job.
Carsten KapernickGUEST
34:57
And I know some people with keen eyes and very, um, like very deep anim- animation backgrounds, they'll, they'll probably figure out the differences and can point out to it.
Carsten KapernickGUEST
35:07
But, um, but I, I think generally it's a really great result that we got that blends seamlessly b- between the, the different approaches of getting these Looney Tunes characters on the screen.
Dave MartinsonHOST
39:37
Animation wise I think the live-action animation mix works quite well.
Dave MartinsonHOST
39:41
DNEG did the main animation for the 3D side here.
Dave MartinsonHOST
39:45
They're the main visual effects studio behind Dune.
Dave MartinsonHOST
39:47
Not surprising that this film also looks good.
Dave GreenGUEST
15:25
You know, he was on set in the later scenes in the movie, um, in front of, you know, the whole cast and just kind of sermonizing and really like giving the room so much electricity, uh, just from his performance.
Dave GreenGUEST
15:38
Um, I would say that, you know, the final result of the movie is a mix of characters who are entirely 2D drawn and executed, and characters who were finished by DNEG, um, in, as 3D animated characters.
Dave GreenGUEST
15:56
Um, I think the, the tool set has matured so much since Roger Rabbit obviously.
Dave GreenGUEST
16:03
At, at that time, the way light was being handled, shadow was being handled, reflection was being handled was like...
Dave GreenGUEST
16:11
It was really, really, really complicated and had to be done, you know, entirely by hand.
Dave GreenGUEST
16:17
And I think the kinds of tools that we are using now allow you to get away with s- you know, some of those comp details and polish details, I, I don't wanna say for free because, um, but DNEG's back end lighting tools and comp tools basically mean that we're putting a character who's animated into a scene, and you're getting all of the, you know, occlusion, bounce, shadow, um, reflection that is being absorbed into the scenes, uh, just like those characters were, were completely real.
Dave GreenGUEST
16:54
So I, I think what, I think what you would see i- if you looked really closely at, at the final result here is just probably a l- a level in the detail.
Dave GreenGUEST
17:07
The detail of the detail is like, i- is a little bit more evolved now, but that is not to say...
Dave GreenGUEST
70:47
They felt like Sammy had done a great job paying attention to detail in the first place.
Dave GreenGUEST
70:53
And so what we, what we got was just this environment of storyboard artists and musicians and, you know, editors and, um, artists at DNEG and collaborators across the board.
Dave GreenGUEST
71:06
Of course, our, you know, brilliant cast.
Dave GreenGUEST
71:08
Like, they all, they all saw that in the assignment, and they all just jumped into it and, and, and gave it great care, and gave it 150%.
Carlos LutterbachGUEST
6:19
Of course, in the beginning we were, uh, uh, online and we were talking, uh, over Zoom and all of that.
Carlos LutterbachGUEST
6:25
But, uh, pretty soon we were in the, in the studio at DNEG.
Carlos LutterbachGUEST
6:29
We had our room and it was, I don't know, just an incredible experience.
Jonathan GravesHOST
6:34
Wow.

15 MINS LATER

Jonathan GravesHOST
21:22
You know, you could pluck him out of this movie and put him into his own short at any point and it would, like, m- align with what Chuck Jones was doing.
Jonathan GravesHOST
21:30
And-
Carlos LutterbachGUEST
21:30
Yeah, it was, it was a lot of work that the, the people at DNEG did because they, you know, they-- It's a tough, it's very tough to get these characters that are meant to be seen and to be drawn in 2D and to make they survive as a 3D character without losing their character, right?
Jonathan GravesHOST
21:47
Yes.
Simon DevereuxHOST
7:39
And then we had Johnny Adamson, who was previously a kind of senior kind of recruiter at DNEG.
Simon DevereuxHOST
7:46
And now he's part of Brahma AI, which is still part of the DNEG group.
Simon DevereuxHOST
7:50
And Johnny is a senior talent manager there and also Access VFX board member.
Simon DevereuxHOST
7:55
So wearing his Access VFX hat on as well.

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