Lou Ferrigno Morph

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Would morphs based off a real bodybuilder create a better Hulk than computer generated models? Watch video below.

BuiltReport.com has covered how the movie industry is replacing bodybuilders with digitally created characters—3D animated figures made using software like Maya and 3D Studio Max. Instead of hiring actors like Lou Ferrigno or using muscle suits, studios now rely on CGI to create massive, muscular characters like the Hulk.

A prime example is Warcraft, where a huge, muscular character is entirely computer-generated. However, I’ve also seen animated GIFs recently where footage of Lou Ferrigno from his 1980s Hercules films was digitally altered to make him look about 100 pounds bigger. This technique, known as warping in the industry, raises the question: Why don’t studios use real bodybuilders and enhance them digitally instead? It would look far more realistic than the cartoony CGI characters we often see today.

Even today, computer-generated 3D imagery hasn’t been perfected when it comes to humanoid creatures, apes, and similar figures. The difference is still noticeable—it looks composited, and there’s that uncanny valley effect where it just doesn’t seem real.

Meanwhile, amateurs are creating animated GIFs of Lou Ferrigno, and the results actually look quite good. While Ferrigno is older now, today’s technology could have been used to morph a prime-era Ferrigno into looking more like the cartoon Hulk. This would have created better continuity between the comic book and the Hulk movies or Avengers films. The 1970s TV series, on the other hand, lacked that continuity because Ferrigno’s proportions didn’t match the comic book character. He had a more athletic build with longer arms and legs, almost lanky in comparison to the Hulk’s exaggerated proportions—like 20-inch ankles and 18-inch wrists.

With today’s morphing and warping technology, filmmakers could take a real bodybuilder, pay them, and achieve a more realistic result than the 3D imagery currently used in movies. It’s unclear why they don’t take this approach. They could use someone like Phil Heath, adjusting not just his muscle size but also reshaping facial features—like making his nose smaller—to match the Hulk’s comic book look.

This article https://www.builtreport.com/warcraft-is-taking-acting-roles-away-from-bodybuilders/ discusses how movie studios are replacing bodybuilders with virtual characters. Despite advancements in CGI, modifying real bodybuilders through warping and morphing could produce more believable hyper-muscular characters than creating them entirely from scratch.

WARCRAFT is Taking Acting Roles Away From Bodybuilders

About Yegor Khzokhlachev 842 Articles
Gorilla at Large

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