jussing
04-28-2008, 04:13 PM
Here's a commercial I recently finished at Minerva Film (http://www.minervafilm.dk/), for the Danish/Swedish butter-ish (but not butter) Arla product "Kaergaarden".
DOWNLOAD 17 MB QUICKTIME CLIP (http://www.jussing.dk/cgi/jussing_kaergaarden.mov) (with 3D breakdowns after the commercial)
SEE THE FILM ON MINERVA FILM'S WEBSITE (http://new.minervafilm.dk/commercials/directors/playmovie?act=play&id=1&type=1)
SEE THE FILM ON MY WEBSITE (http://www.jussing.dk/gallery/kaergaarden.html)
http://www.duck.dk/layout/kaergaarden_stills.jpg
The task was to create a team of bread and buns running through the forest, in a follow-up to a series of older and very popular Kaergaarden commercials, that took place in a kitchen and a bakery.
This story takes place in a park on a hot summer day, but since we shot in February, we used a bluescreen stage where the set dressers built roughly 100m2 of highly authentic park area, including grass, trees, rocks, branches and bushes.
The commercial was shot on the new Arri D20, which provided an excellent source for color, resolution, and a movie-like depth of field. The set had multiple HD monitors that displayed the exact input recorded by the digital tape machine, so we always had a razor-sharp, full-color, full-resolution WYSIWYG look at what we were shooting.
On set I was responsible for supervising matchmoving, HDRI chrome sphere photography, and making sure we shot references of the real bread on the Arri D20 in every take. These references were vital in the lighting and rendering process.
In post production, I acted as Lead in modelling, rigging and texturing of the bread. I was responsible for matchmoving using Syntheyes, animating the bread in all shots, HDRI lighting using the chrome sphere photos from the set, rendering out in the passes needed by our compositing artist, removing tracking markers with 3D patches whereever possible (the rest were painted out by the compositor), and working out technical issues such as integration with the grass.
All shots use full global illumination, rendered with Cebas finalRender.
Software used:
3D Studio Max
finalRender
SynthEyes (matchmoving)
Photoshop
DS (for compositing)
Cheers,
- Jonas
DOWNLOAD 17 MB QUICKTIME CLIP (http://www.jussing.dk/cgi/jussing_kaergaarden.mov) (with 3D breakdowns after the commercial)
SEE THE FILM ON MINERVA FILM'S WEBSITE (http://new.minervafilm.dk/commercials/directors/playmovie?act=play&id=1&type=1)
SEE THE FILM ON MY WEBSITE (http://www.jussing.dk/gallery/kaergaarden.html)
http://www.duck.dk/layout/kaergaarden_stills.jpg
The task was to create a team of bread and buns running through the forest, in a follow-up to a series of older and very popular Kaergaarden commercials, that took place in a kitchen and a bakery.
This story takes place in a park on a hot summer day, but since we shot in February, we used a bluescreen stage where the set dressers built roughly 100m2 of highly authentic park area, including grass, trees, rocks, branches and bushes.
The commercial was shot on the new Arri D20, which provided an excellent source for color, resolution, and a movie-like depth of field. The set had multiple HD monitors that displayed the exact input recorded by the digital tape machine, so we always had a razor-sharp, full-color, full-resolution WYSIWYG look at what we were shooting.
On set I was responsible for supervising matchmoving, HDRI chrome sphere photography, and making sure we shot references of the real bread on the Arri D20 in every take. These references were vital in the lighting and rendering process.
In post production, I acted as Lead in modelling, rigging and texturing of the bread. I was responsible for matchmoving using Syntheyes, animating the bread in all shots, HDRI lighting using the chrome sphere photos from the set, rendering out in the passes needed by our compositing artist, removing tracking markers with 3D patches whereever possible (the rest were painted out by the compositor), and working out technical issues such as integration with the grass.
All shots use full global illumination, rendered with Cebas finalRender.
Software used:
3D Studio Max
finalRender
SynthEyes (matchmoving)
Photoshop
DS (for compositing)
Cheers,
- Jonas
