When Guns N’ Roses’ successful ‘Not In This Lifetime’ tour switched to disguise for its North American leg, it opened up new creative possibilities to enhance the already visually spectacular rock show.
The tour wrapped last November with two shows at The Colosseum in Caesars Palace, Las Vegas. The three-year world tour played 158 concerts selling more than 5 million tickets and grossing $584 million. The ‘Not In This Lifetime’ tour that started in 2016 marked the first time that Axl Rose, Slash and Duff McKagan played together since 1993. Screenworks-NEP Live Events was the disguise rental partner for the tour.
Jeremy Leeor, Managing Director and Dan Potter, Creative Director, at disguise studio Creative Works London, coordinated the creation, execution and delivery of the Ghostrain and traditional show walk-in opening sequence using the new disguise and Unreal integration, currently going through Beta testing.
"A lot of what we created for the Guns’ tour visuals was built similarly to the way triple-A game assets are made using highly creative and flexible 3D tools like Cinema 4D, ZBrush, 3Ds Max and Substance Painter to create high-quality assets that can then be moved into real-time render engines like Unreal Engine,” explains Dan. “This is how we’ve always done it, and it makes a lot of our content stand out for its depth, texture and richness."
He points out that, “the rendering process on any project, in a conventional sense, presents many render engine and creative compositing options, and is central to how we achieve the diverse range of visual styles in our work. With the introduction of real-time render engines, you’re shifting the focal points of stages when you are developing a look to different points in the project timeline. This can be quite liberating if you’re working on something that plays to the strengths of the look you want to achieve and using the right tools to do it."