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Sound design sells
everything. You could shoot your film on PixelVision and if it sounds
crisp and clean, it'll be a winner. See the sidebar for our thoughts on
sound design.
And
since we're in the fake firearm business, we place a certain amount of
emphasis on using easy and inexpensive digital effects to add realism
to gun scenes. We'll talk about adding muzzle flash and simulating
slide movement and casing ejection, with some walkthroughs.
post production tutorials
Flash
Muzzle
flash has become an expected element of cinematic gunfire. And luckily,
you can add it in post with a minimum of trouble.
Now,
if you're planning on using a program like Adobe AfterEffects, then
you're going to be able to add flash over a timeline, and so we hope
you'll be able to follow along as we discuss working with still images.
All the concepts apply to working with a time-based editor like
AfterEffects as well.
But
for those of us that aren't as adept at AfterEffects, there's hope.
This walkthrough assumes that you're able to work with your footage on
a digital platform, whether you're cutting on Avid or Final Cut Pro or
Premiere or Vegas Video or iMovie. (If, for some reason, you're not
cutting digitally, you'll have to digitally capture the gunshot footage
and then make a tape output to cut on whatever archaic system you're
using.)
If
you've shot your footage with a light source, such as a strobe light or
camera flash, to simulate the muzzle flare on-set then you're ahead of
the game. Find the frames with the flashes and export them out as still
images. If you haven't shot with a mimic light, you'll have to choose
the frames that best approximate the moment of the gunshot. (If your
actor is shooting a gun on full automatic, you may want to put some
temp sound effects in to determine the approximate delay between
gunshots.)
Open
your exported frames in an image editor such as PhotoShop. (You'll want
to de-interlace the frames. This will eliminate the jagged look. In
PhotoShop, it's under Filters > Video > De-Interlace. Choose
"Interpolation".)
Now
you'll need a reference flare to add to your frames. You can paint one
from scratch; remember, it's fire and should be orange, brighter
towards the center. Remember to paint on a new layer of the image! Or,
you can digitize a clip from your favorite action movie, find a flare
you like, export the frame and cut & paste. You can find some
reference material on the Internet as well.
Once
you've positioned your flare over your frame, you can touch up the
video image as well. If you haven't used a reference flash, you can
brighten up the foreground a bit; if you have any reflective surfaces
in the frame - eyes are very good, as are flying casings; try adding a
tiny, bright reflection. Lens flares can also be used - infrequently,
to be sure - with good results.
When
you're satisfied, save your image and import it back into your editor,
placing the single frames over their non-flared counterparts. Like
anything else, it takes practice to work perfectly. A common error is
to make the flare look too sharp over the image; you may want to
decrease the opacity or feather the edges of the flare, and consider
adding some grain to match the texture of your base image.
If
your actor is shooting an especially large-caliber weapon, you may want
the flare duration to be more than one frame; you can have it grow,
flash, and decrease over the span of three frames, for example.
Slide Movement
If
you've got a shot that's close enough to tell that the gun's slide
isn't moving with each shot, there's an easy way to fix it. Export
about five frames after the gunshot and open them in PhotoShop. Cut the
slide out of the images, use the Rubber Stamp tool to fill in the empty
area with appropriate background, and paste the slide back in at
varying degrees of retraction, depending on which frame you're editing.
(Be sure to add Motion Blur to the slide.) In AfterEffects you can make
this a keyframed motion.
Import the resulting images or sequence back into your timeline. The
metallic sound of the slide moving and clicking into place should be a
part of your sound design.
Casings - Subtractive
Method
This
is the "Subtractive Method" because it involves removing unwanted
casings from the frame. Say, for example, you have a wide shot of an
actor firing a gun. You've planned to use this method, so as he fires,
you've tossed a casing across the frame, crossing over his gun and
falling to the floor on the other side.
With
this method, you erase the casing from the frame before it gets to the
gun, and leave it in afterwards. The end result is that the casing
appears to originate from the gun. This is easy enough to do in
AfterEffects or PhotoShop; export out the frames in which the casing
hasn't gotten to the gun yet, then cover up the casing in each frame by
using the clean background from a different frame. You can cut &
paste or use the Rubber Stamp tool in PhotoShop with good results. This
is the same technique, basically, as stunt sequence "wire removal".
Casings - Additive Method
The
"Additive Method", as you might surmise, involves adding casings to
your image. It's the same technique as adding muzzle flash, above,
except that you're pasting an image of a flying shell onto the frame.
AfterEffects is good for this, since you can keyframe the movement over
time; some editing programs, such as some Avids and Final Cut Pro, will
allow you to superimpose the casing image and keyframe its movement. If
you use PhotoShop, you'll have to add the casing to every frame in a
sequence, moving it a little bit in each successive frame. The problem
with this is that you can't judge the speed as accurately as using a
timeline-based program.
The
image of the casing itself can be cut & pasted from another film
frame or photograph, drawn (it's basically just a brass-colored
rectangle; color it with the Gradient tool in PhotoShop) or scanned
from an actual casing (a product we carry). You'll want to add Motion
Blur to your image, since it should move very quickly. Consult your
favorite action movie for reference; it's better to make it move too
quickly than too slowly.
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