Matthew Quinn
Well-known member
So I should just tell the colorist hey man i want 4k? then scale down a 2k print for me to make dvds for submissions?
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: this_feature_currently_requires_accessing_site_using_safari
So I should just tell the colorist hey man i want 4k? then scale down a 2k print for me to make dvds for submissions?
I think there are realistic limits below which a feature film cannot be made. That would include a $25,000 budget. I think realistically, it is possible to do films for $200,000 or $150,000 or even $100,000 and get something reasonable done, provided you can live with the compromises: mainly lower-cost actors, fewer locations, and fewer shooting days. But there are fixed costs for which you can't compromise too much: lighting kits, lens rental, insurance, permits, editors, sound mixing, VFX, and color. If you try to cut too many corners, you're going to wind up with a very uncommercial production that you can show in your garage, but very few other venues. Real commercial films have to have recognizable talent, compelling storylines, and they have to be told in a visual way that holds the audience's interest. I've hung around enough with indie distributors to understand what they look for and what will actually sell. The grim reality of commercial release is that only a small percentage of indie films make a profit, and even then, it might take years for the investors to actually break even.
As far as budgets go: the usual rule of thumb for (say) a $1,000,000 production is that you have to budget roughly 15% for post -- but this doesn't mean that percentage holds if the budget skyrockets to $50M or $100M. The costs go up, but they don't go up 10 times. A $10 million film might have roughly the same post budget as a $50M film. But there are a lot of factors, schedule being very high on that list.
I've done plenty of very modest indie projects for color and final delivery where we were able to hold the line at roughly 25-30 hours of work for well under $10K. In many cases, that included some additional editing, the full conform, titles, multiple versions, and several different deliveries. A lot depends on how well the clients are organized and whether the film is truly locked. I still run into films where we do "final" renders, only to have the director change his or her mind at the last minute, and we have to frantically go back and replace shots or pull up scenes. This was almost impossible in the days when film prints had to ship to theaters. Now -- unfortunately -- it's become standard practice, to the point that features are merely "latched" and never fully locked, and changes run rampant. I don't mind changes, but the client has to understand that the longer they prolong the post process, the more it's going to cost.
That would be the way. Only thing that would be in the way of 4K delivery is if the process of grading and finishing costs more in both time and money, but if grading R3Ds, it's only the render out that's changed in resolution, so it wouldn't be a problem for the colorist. If working in Resolve, he could use easy DCP for proper cinema export, as long as it's P3. Ask him for a P3 4K DCP and a rec709 4K DNxHR 444 or ProRes 4444, then you are covered with a good cinema master and a good file master which you could scale down yourself.
Avid now has DNxHR resolution independence so a DNxHR 444 is native![]()
Shooting R3Ds makes it even unnecessary to discuss a 4K delivery or not since you will always have that possibility. Yes, you might have a lot of VFX shots, but even those artists seem to do 4K today without that much of a problem.
But the main thing in my opinion is that 4K delivery now might seem overkill, but how many times have you thought "I wished that they shot that movie back in 1980 in that way, then a remaster with todays standards would have been much better" etc. If you are involved in a movie that might be considered important to preserve, or if it's popular enough to be viewed many times over many years, then when everyone is sitting in front of their 4K TVs or IMAX VRs in 2030 and that old classic goes available on the HBO late night theatre streaming event, you will think "really good that we did it in 4K so it could easily be remastered for rec2020 and todays viewing standards..."
4k delivery at the moment ( for now ) is overkill for indies. That's unless you are doing episodic indie series ( is there such a thing ?) for Netflicks .
Face it at a Indy level you are counting your dollars all the time , IMO 4k is just an unneccasry step when even the biggest films are being largely delivered in 2K. This is amplified if you have VFX components adding substantial time penalty for 4k deliverable and time = $$$$$.
The other night I went to a test screening of an Indy features shot 4k but because it was a test was delivered in Blue ray which looked surprisingly good ......did the audience care ........did I care .....no.
I would bet you would have been able to produce a far better show just by raising more money on Indiegogo, Kickstarter, or the myriad of other potential investment sources. The problem with depending on friends is their inability to pay their rent and car payments with favors. The other issue is that there's always going to be technical lapses, and if potential distributors are going to judge your work against competing $100,000 or $250,000 or $500,000 films, the latter are going to be easier to sell -- all things being equal.The reason we were able to shoot for that cheap is because I called in 5 years worth of favors from around my professional network to get everything we needed for cheap/free, and I own my own camera package. So, all of the work that I've done in the last five years is what made it possible to make a feature for 25k. So, while it's technically possible, if we paid with cash instead of favors, the film would have cost about 100k instead.
Some call it "democratization," but I see only destabilization and disruption, particularly in the area of decent workers' wages and professionalism. I don't necessarily mean you personally, Marcus, but I've occasionally encountered filmmakers with a disturbing degree of a sense of entitlement, to the extent that they feel like the people they hire should feel lucky that they got to work for $100 a day and burned pizza. There are real, meaningful numbers in a film budget below which you cannot go. This is particularly true in the indie world that hires SAG-AFTRA actors, where there is a rock bottom rate that the actors have to work for. You can try to go it without union actors, but the reality is that good, established actors are in SAG, and distributors will look for recognizable names as being one of the biggest selling points of indie films.The reason I'm bringing this up is because I think that this is the direction the indie model is going to go. Because production and post equipment have been democratized, I think you will see more indie filmmakers spending years building up favors with other filmmakers instead of years trying to find finacing. Maybe I'm just being optimistic but I hope the indie world turns into a "all for one, one for all" type environment.
I would bet you would have been able to produce a far better show just by raising more money on Indiegogo, Kickstarter, or the myriad of other potential investment sources. The problem with depending on friends is their inability to pay your rent and car payments with favors. The other issue is that there's always going to be technical lapses, and if potential distributors are going to judge your work against competing $100,000 or $250,000 or $500,000 films, the latter are going to be easier to sell -- all things being equal.
Some call it "democratization," but I see only destabilization and disruption, particularly in the area of decent workers' wages and professionalism. I don't necessarily mean you personally, Marcus, but I've occasionally encountered filmmakers with a disturbing degree of a sense of entitlement, to the extent that they feel like the people they hire should feel lucky that they got to work for $100 a day and burned pizza. There are real, meaningful numbers in a film budget below which you cannot go. This is particularly true in the indie world that hires SAG-AFTRA actors, where there is a rock bottom rate that the actors have to work for. You can try to go it without union actors, but the reality is that good, established actors are in SAG, and distributors will look for recognizable names as being one of the biggest selling points of indie films.
The problem with people who want to make films at ridiculously low rates is that they rarely have a concept of what real budgets are and what's expected even at the low end. I've seen many crews who were grossly taken advantage of, and in some cases, put in danger due to poor planning and bad timing. The entire issue of having no permits, no insurance, inadequate transportation, mediocre food, horrible weather, and on and on... I've seen some doozies in my time. I'm not saying your shoots are necessarily this way, but I have seen in the past that this is what happens when people try to cut corners and make a movie for $50,000 or $20,000 or (god forbid) $7000, as Robert Rodriguez legendarily did with El Mariachi. And as I always point out the color correction I did on that film alone cost $20,000, and the final sound mix on that film cost $250,000 (including the cost of re-recording all the sound from scratch because all the production tracks were bad)... so the apparent production cost of micro-budgeted films is not quite what people believe.
I agree, and I think it's important to realize that SAG is well aware that a lot of actors would rather work at a low rate than sit at home waiting for the phone to ring. Note that there's also a low-budget contract for IATSE technicians, so there are realistic minimums for camera crews, grips, sound people, editors, colorists and others to work on modest projects. You can't do it for $20,000 all-in, but something more realistic, like $150,000, is absolutely possible provided there are few locations, the number of actors is relatively small, and the scope of the story and action are relatively controllable. I've done post supervision for films like this where we kept all the editing, all the sound, and all the color to no more than about $20,000, which -- comparatively speaking -- was pretty miraculous given how complicated a lot of it was.As far as SAG goes, the Ultra Low Budget Agreement is actually pretty fantastic to indie producers. Actors minimum day rates are $100 and you don't have to pay for first class travel arrangements. The only caveat is that the sag actor will make a lot more from residuals from any non theatrical revenue streams (which for indies is pretty much every revenue stream).
Again, to me it's just a case of knowing what the bare minimums are and not deluding yourself that you can get away with less. If you don't believe me, sit down and have a serious talk with indie distributors out there. They'll tell you the same thing that I'm telling you: that commercial films have to have a certain level of quality, both on the creative end but also at the technical end. The moment they see bad lighting, noisy pictures, and hear hard-to-understand dialogue, they're gonna stop the video and not want to see more. And distributors are not generally willing to spend more money to fix these problems -- you have to solve them before you walk in the door. If you make something less, it's going to wind up looking like an elaborate home movie, and the cruel reality is that nobody outside your circle of friends will see it, and nobody will pay for it. Heck, there are good films out there with real budgets that wind up with microscopic audiences and no profits.I agree Marcus. It is a matter of saving, and team of partners who work on a project to see it come through. People normally were working free, I think, OK, but give people shares at least, and try not to be too ambitious. We are talking about quick and not so unasty films. It what it is, an experiment, an accomplishment, an project. People walk away having achieved something and maybe getting something out if it. Some experience, a little tick on a resume, an actor develops their non existent profile.
Naaaa, I've worked on tons of $200,000+ indie projects over the past couple of years. (Check out my IMDB credits.) I understand full well the realities of the indie world. But none of these people tried to do their projects for $20,000. It can't be done, not with a real script, real actors (whose names will sell the film), real lighting and grip gear, and real sound. You can make a short for $20,000, and I know of people who've done Kickstarter campaigns where they'll shoot 10 minutes of a proposed feature just to show investors, and in some cases that has worked.I know you work on the high end Marc, but that is not the whole world, and I like the ideas of collectives. I'd love to work on some low end starter projects. Nobody needs to starve or be in danger, and if it could be achieved on weekends that would be better (I know, hair grows). It can be a very simple film, well rehearsed.