
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 charactersâ3D 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, Iâve 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 donât 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 noticeableâit looks composited, and there’s that uncanny valley effect where it just doesnât seem real.
Meanwhile, amateurs are creating animated GIFs of Lou Ferrigno, and the results actually look quite good. While Ferrigno is older now, todayâs 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 didnât match the comic book character. He had a more athletic build with longer arms and legs, almost lanky in comparison to the Hulkâs exaggerated proportionsâlike 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. Itâs unclear why they donât take this approach. They could use someone like Phil Heath, adjusting not just his muscle size but also reshaping facial featuresâlike making his nose smallerâto match the Hulkâs 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.
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WARCRAFT is Taking Acting Roles Away From Bodybuilders
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