Vintage firearms were an essential part of the battle. Minnich notes, “Production shot all of these elements with period-accurate guns. It took a day or two of shooting these elements to get these muzzle flashes. We’re talking about violent guns with gunpowder and bullets that don’t shoot accurately. These things are breathing fire and smoke. So we were very specific about how they interacted with the story. We allowed two frames for the flash, for example. Whether you have a big shootout in a bar or the scenes outside, you feel the closeness and the violence of the fight. There was a lot of R&D to get that right. Another big part of these gun battles – and there was a lot of gunplay – every single time a pellet or bullet hits the side of a building, it explodes. So you have to track that bullet hole through the long scenes. We tracked muzzle flashes, smoke, and the debris when hitting walls, shot after shot to make sure the continuity was correct.” The biggest shot of them all involved a cannon, which blew up Steve Zahn’s character. Woolley says, “A cannon shot to the body is not something there’s a ton of reference for! Production shot the actor on a pulley running towards the camera and then yanked him up and away with a cannon in the foreground. We did a CG takeover of the actor [Steve Zahn] with our CG body double, which was way overbuilt with all the textures and clothing elements, considering the abrupt and violent nature of the shot, but our artists were having fun.
“We used particle sims and smoke sims for the dust, and integrated all of this with the smoke from the cannon,” he adds. “We added a foreground fuse with some smoke and sparks to the CG cannon which was built in order to allow the cannon to recoil and settle back in place. We used Maya for all the modeling and animation and Houdini for all the FX works, which were then rendered in V-Ray.”
One of Minnich’s favorite effects involved a carriage in the final battle scene in Episode. 6. “I love the way this carriage chase works out. We used greenscreen comps, with the horse carriage on a greenscreen. You have to be careful with this stuff because it can look fake quick. It took nuanced comp work, including complex window treatments. Bob [played by Hubert Point-Du Jour] has to jump out of a carriage, but we didn’t have footage of a body dropping to the ground. To sell this sequence we had to position the environment correctly. That was some amazing work because it looked real, and there wasn’t a moment when you were pulled out of that scene due to bad work.”