Computer Arts - UK (2019-11)

(Antfer) #1

PROJECT DIARY


COMPUTERARTS.CREATIVEBLOQ.COM

NOVEMBER 2019


honeycomb, so we made sure these were as
lifelike as possible. This was achieved using
photogrammetry techniques and software
including Forester and Houdini, and we then
graded these elements to make sure that they
really popped.
The difference between the renders for print
and the film, other than the hike in resolution,
is in the visible detail. In the film we tried to
make things look cinematic, and sometimes
that meant a bit of motion blur or camera
aberration. When it comes to isolating one
frame to render, you want it to look as crisp as
possible. This meant increasing sample rates,
redoing the lighting, different grading and
retouching the images.
Working on this project we had six motion
designers using Cinema 4D, Houdini, Substance
Designer, Substance Painter, Forester,
X-Particles and Octane Renderer. Our hardware
included 2080 Ti graphics cards.


GETTING THE VERDICT
By Mike Sharpe
Too Good to Hide has been one of the most
collaborative and enjoyable experiences we’ve
ever had with an agency and brand. Often,
highly ambitious projects are watered down
through the production process and inevitable
design-by-committee, but the final films are a
testament to everyone believing in and staying
strong to a wonderful creative idea.
The feedback from our clients has been great.
Racheal Vaughan Jones, global senior brand


PROCESS

Nearly all the jobs we do now require
some aspect of photo-real rendering.
We’ve had to adapt our production
workflow and upgrade our systems
and software. The three big areas of
change are as follows:

PEOPLE
We need more technical problem-solving
now and artists need to be a lot more
savvy with procedural-based software.

PRODUCTION
Our workflow has changed, with more
clearly defined project phases and
much longer production schedules
and lead times.

EQUIPMENT
We’ve overhauled our workstations, server
and render capabilities, enabling us to
deliver higher-quality, high-resolution,
photo-real projects.

THE GROWING DEMAND


FOR PHOTOREALISM


Creative director Mike Sharpe on how the CG landscape is changing

manager at Ballantine’s, said: “A wonderful
partnership. Fantastic, it really is something to
celebrate.” And our creative director at Cubo,
Jonathan Sant, said: “We ‘found’ a perfect
partner. Found’s technical abilities as craftsmen
of CG, combined with their strength as
storytellers, added depth to our concept.”
The film is a real achievement. That we are
able to make films in this way is a testament to
the continued evolution of both our studio and
motion design in general. It really is an exciting
time and we’re in talks about creating another
three films for this campaign.

12 Not seen in the final film, this hero
shot was rendered putting each of the
three single malts - Miltonduff,
Glenburgie and Glentauchers - on a
stone pedestal.

12
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