Mustang with Uli Heckmann

A quick peek on-set, and behind the scenes with the photographer –  shooting with Uli Heckmann, for the launch of the new Mustang 2018 with GTB (formerly Team Detroit) and JB5 Productions.

The car wasn’t yet available for shooting, so we took shots of  last year’s model as a stand-in to refer to, and then added this year’s car in CGI during post-production.

We always seem to be up ladders – shooting the models, and background separately. The stand-in car helps to get the lighting as realistic as possible.

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The final shot with all elements combined, including CGI car swapped in.

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Setting up the camera at the bridge – shooting HDR domes along the bridge with the Lizard to make a 360 light capture for the CGI car.

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Final shot using the lighting captures for perfect realism on the CGI car

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Stumptown brewery location. We shot all around this area, exploring different locations, areas and different talent options.

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Final shot – This was put together from a number of different elements from the day’s shooting. 

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Making of: Lamborghini Aventador with Marc Trautmann

Marc Trautmann came to us with an idea for a creative collaboration between CGI, photography, and architecture. The astonishing sculpted form of the Lamborghini Aventador would be set in deconstructed architectural elements, inspired by Daniel Libeskind, with both the car and the setting realised entirely in CGI.

“The concept of the personal CGI work was to create power and dynamics by dissolving conventional spatial structures.”

We loved the idea of creating an environment that would mesh perfectly with the extravagantly powerful style of the car, the challenge of making such an impossible setting look believable, and of course the collaboration between three creative disciplines.

1.Sketching out ideas

The first stage is to sketch out the initial concepts – no matter how technological the execution, there’s still nothing like breaking out the sharpies and sketchpads for free experimentation and collaboration in the early stages.

Initial sketches

2. Moodboard: structure, architecture, light.

When we are planning a deconstructed architectural enviroment, it’s vital to find reference for the elements so that they are completely convincing. We looked for abstract shattered planes and shards to inspire ideas, but also for reference of how light would move and react between the shapes. And we sought out architecture – both imagined and built – that was close to our vision, to see how it is structured in reality.

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3. Architectural session 

Marc worked with Franken Architekten to construct and then deconstruct a setting around the car. Originally created in architectural CAD, they were exported as .dwg files for us to work with in Maya.

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4. Initial tests with the car

Once the initial concept is drafted, we began to refine the ideas in Maya. We experimented with different directions and angles and light sources within the architectural setting.

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Once we were happy with the angles and the placement of the car, we crafted preliminary passes on lighting and mood.

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5. Materials.

The next stage is to look in detail at the textures of concrete, steel and glass – once again, we make moodboards of real-world examples.

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For the detailed observations to make the renders perfectly convincing, we used material references from Marc Trautmann – the concrete floor of his studio had the perfect worn industrial texture we were after.

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With the textures in place, we worked with Marc in developing the background further. Together, we sketched out where texture and lighting should be refined and perfected.

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6. Last adjustments
We tested colour and mood  variants, fine-tuning the lighting and perfecting the dynamism and balance between the structures of the car and of the deconstructed setting. High resolution rendering in Vray shows how the details are coming together here.

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7. The final artwork – three images of an extraordinary car in an extraordinary space.

Concept & Creative Director: Marc Trautmann Architecture: Franken Architelten CGI Artists: Kristian Turner, Anna Toropova / Recom Farmhouse Post Artists: Kate Brown, Riikka Eiro / Recom Farmhouse

Fly through the modelling and see how we built up the image, in our behind the scenes movie here!

See the full series on our site here

Concept & Creative Director: Marc Trautmann at Schierke
Architecture: Franken Architekten
CGI Artists: Kristian Turner, Anna Toropova / Recom Farmhouse
Post Artists: Kate Brown, Riikka Eiro / Recom Farmhouse

Making of : Full CGI landscape for Audi Quattro

This is the biggest international campaign Hamburg agency Kolle Rebbe has ever produced and it was also our most complex CGI production ever!

For Audi we created a full CGI winter landscape spiralling within itself: road, trees, rocks, snow, clouds and sky all curl around into a perspective that would have been impossible to photograph.

In these scenes the cars, also created in CGI, are speeding on a snowy road next to ski runs with real competing athletes.

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Audi Quattro Winter Campaign

Audi Quattro Winter Campaign (detail)

With a total of 52 motives distributed in 180 ski areas in Germany, Austria, Italy, Switzerland and France, the teams in Berlin, Stuttgart and London joined forces to produce these mind twisting visuals under extreme time pressure. The heavy geometry of the landscapes required us to create a new pipeline to handle the different assets and be able to sculpt, texture and light the scenes in real time.

 

Client: Audi Agency: Kolle Rebbe Creative Director: Jörg Dittmann Art Director: Benjamin Allwardt Project Manager: Amelie Pamp Art Buyer: Katja Sluyter Post Production Project Manager : Lars Wittmark CGI Directors: Christoph Bolten and Jonas Braukmann / Recom Farmhouse CGI Lead Artist: Kristian Turner / Recom Farmhouse CGI Artists: Richard Jenkinson, Florian Einfalt, Dariusz Makowski, Christian Schemer / Recom Farmhouse Post Artists: Pepê Alram, Kate Brown, Nele Ebner and Jonas Braukmann / Recom Farmhouse

Audi Quattro Winter Campaign

Client: Audi Agency: Kolle Rebbe Creative Director: Jörg Dittmann Art Director: Benjamin Allwardt Project Manager: Amelie Pamp Art Buyer: Katja Sluyter Post Production Project Manager : Lars Wittmark CGI Directors: Christoph Bolten and Jonas Braukmann / Recom Farmhouse CGI Lead Artist: Kristian Turner / Recom Farmhouse CGI Artists: Richard Jenkinson, Florian Einfalt, Dariusz Makowski, Christian Schemer / Recom Farmhouse Post Artists: Pepê Alram, Kate Brown, Nele Ebner and Jonas Braukmann / Recom Farmhouse

Audi Quattro Winter Campaign

 

Our CGI artists started with a simplified geometry of the spiral. Once the basic shape was achieved, this could then be sculpted in detail. In the meantime other artists were generating and rendering trees and moss.

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Simplified geometry to create the spiral landscape

A small team went to Poland another one went to Chamonix in France where thanks to our friends Nick and Martha, we found the perfect locations to photograph and scan cliffs and rocks with a drone.

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First 3D result of scanned rock

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First 3D result of scanned rock

Terrain Geometry

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CGI Trees

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Audi Quattro Winter Campaign

Client: Audi Agency: Kolle Rebbe Creative Director: Jörg Dittmann Art Director: Benjamin Allwardt Project Manager: Amelie Pamp Art Buyer: Katja Sluyter Post Production Project Manager : Lars Wittmark CGI Directors: Christoph Bolten and Jonas Braukmann / Recom Farmhouse CGI Lead Artist: Kristian Turner / Recom Farmhouse CGI Artists: Richard Jenkinson, Florian Einfalt, Dariusz Makowski, Christian Schemer / Recom Farmhouse Post Artists: Pepê Alram, Kate Brown, Nele Ebner and Jonas Braukmann / Recom Farmhouse

Audi Quattro Winter Campaign (detail)

Client: Audi Agency: Kolle Rebbe Creative Director: Jörg Dittmann Art Director: Benjamin Allwardt Project Manager: Amelie Pamp Art Buyer: Katja Sluyter Post Production Project Manager : Lars Wittmark CGI Directors: Christoph Bolten and Jonas Braukmann / Recom Farmhouse CGI Lead Artist: Kristian Turner / Recom Farmhouse CGI Artists: Richard Jenkinson, Florian Einfalt, Dariusz Makowski, Christian Schemer / Recom Farmhouse Post Artists: Pepê Alram, Kate Brown, Nele Ebner and Jonas Braukmann / Recom Farmhouse

Audi Quattro Winter Campaign (detail)

 

It has been a lot of intense work to produce all the visuals for this campaign, but nonetheless an amazing collaboration with the creatives at Kolle Rebbe! . . .  and the campaign is everywhere!

Client: Audi Agency: Kolle Rebbe Creative Director: Jörg Dittmann Art Director: Benjamin Allwardt Project Manager: Amelie Pamp Art Buyer: Katja Sluyter Post Production Project Manager : Lars Wittmark CGI Directors: Christoph Bolten and Jonas Braukmann / Recom Farmhouse CGI Lead Artist: Kristian Turner / Recom Farmhouse CGI Artists: Richard Jenkinson, Florian Einfalt, Dariusz Makowski, Christian Schemer / Recom Farmhouse Post Artists: Pepê Alram, Kate Brown, Nele Ebner and Jonas Braukmann / Recom Farmhouse
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CREDITS:

Client: Audi
Agency: Kolle Rebbe
Creative Director: Jörg Dittmann
Art Director: Benjamin Allwardt and Marcus Kubicke
Project Manager: Amelie Pamp
Art Buyer: Katja Sluyter
Post Production Project Manager : Lars Wittmaak / Recom Stuttgart
CGI Directors: Christoph Bolten / Recom Farmhouse London and Jonas Braukmann / Recom Berlin
CGI Lead Artist: Kristian Turner / Recom Farmhouse London
CGI Artists: Richard Jenkinson / Recom Berlin; Florian Einfalt and Dariusz Makowski / Recom Farmhouse London; Ivo Stanev / Recom Stuttgart
Post Artists: Pepê Alram and Kate Brown / Recom Farmhouse London; Christian Schemer and Nele Ebner / Recom Stuttgart; Jonas Braukmann / Recom Berlin

Making of : Mercedes Sprinter

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Kai Tietz approached us with yet another awesome Mercedes-Benz Sprinter advertising campaign – and we were happy to be part of the usual Team. We worked together with photographer Martijn Oort to create a series of visuals for the new Sprinter Edition campaign. Martijn was responsible for the photography part and CG supervision. He photographed the backplate and all the people. We created the vehicles and other key elements of the images in CGI. Kai Tietz managed the whole project in the background.

In the scene above, the balloon and the lower part of the building on the left hand side have been created in CGI. Due to location limitations on Berlin Gendarmenmarkt, we weren’t allowed to remove umbrellas in the background. That’s why we partly replaced the lower bit of the building with CG elements.

Martijn directed up to 50 people on a carpark in Berlin to populate the scene. All the people in the crowd have been masked and placed one by one in the image.

It was fun to create the balloon, although there were not lots of appropriate references to follow when it came to inflated elephants. We had to ask ourselves: “how does an elephant balloon fold once in tension?” and “how do the different parts of the balloon join together?” Below are screen grabs of the elephant modelled in Zbrush.

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Here is the final CGI elephant balloon.

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Below is a point cloud from our scans of the building we used to replace the umbrellas on Gendarmenmarkt.

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For the image below, the whole quarry has been 3D scanned and recreated in Maya, though we only rendered the areas around the drillhead for the final image. The full quarry geometry helped us to position pipes, screws and detail elements on Martijn’s backplate photography anyway. The drill has been modelled in Zbrush and then we rendered everything (despite the vehicle, that was Vred) in Vray.

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This is a snap taken whilst our CGI director and artists where on location scanning the quarry. And below a 3D cloud of the quarry’s wall stitched together.

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Below are the sketches for the drill and the  geometry created in ZBrush.

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Martijn shot lots of awesome falling dust and gravel bits that we comped in photoshop. Have a look at the details of the final image by clicking on the image below and zooming in 100%.

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CREDITS:

Client: Mercedes Benz
Agency: Lukas Lindemann Rosinski
Photographer: Martijn Oort
Projectmanagement: Kai Tietz Produktion Gmbh
Art Director: Dennis Mensching
Post-Artist: Jonas Braukmann / Recom Berlin
CGI-Artist: Richard Jenkinson / Recom Berlin

Making of : Honda CR-V – The Road to Great is Endless

Recom Farmhouse Honda CR-V The Road to Great is Endless

Honda’s endless quest to communicate a never ending commitment to performance and quality has translated into this brilliant Droste effect advertising campaign. The Droste effect is an optical illusion whereby a picture appears repeated within itself in an endless way. Created both as a TV commercial and a print campaign, we worked with photographer Nick Meek to create a set of 3 images in which, every time, a smaller version of the image is repeated within a billboard forever showing the same.

Our CGI director Christoph Bolten worked from the earliest pitching stage with Nick and the team from McGarryBowen to help bringing it all together. He travelled to Spain with the crew to pre-visualise the car on set and to capture the lighting environment for all shots by shooting HDR spheres – see snapshots below.

Once back in London, our 3d-Artist Florian Einfalt created the billboards and power lines, making sure to add enough imperfections and signs of age to have them blend credibly with the landscape. Post-Artist Pepe Alram then created the final composition and look – and this is how he did it:

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Above: a gif animation showing the optical illusion of the Droste effect.

Recom Farmhouse Honda CR-V The Road to Great is Endless

 

CREDITS:  

Client: Honda
Agency: McGarryBowen
Creative Director: Angus MacAdam
Art Director: Holly Fallow, Charlotte Watmough
Photographer: Nick Meek
CGI Director: Christoph Bolten at Recom Farmhouse
CGI Artists: Florian Einfalt, Kristian Turner at Recom Farmhouse
Post Artist: Pepe Alram at Recom Farmhouse

Making of : Ford Explorer 360 degree

We have already posted the making of the Ford Explorer advertising print campaign in January. This time we would like to show you how we made the amazing 360 degree views of the car that our team in New York and Berlin have produced nearly entirely in CG. Yes, both the car and the pebble floor! The sky and surrounding nature were shot by photographer David Westphal.

One challenge faced by our team was the technical restriction given by the Ford web team. The animation could only be a max of 72 frames (and the current Ford website will only show 36 of them). This also explains why the final videos are not a very smooth animation.

But for our CG artist Richard Jenkinson the main challenges with this project were the size of the area of floor that needed to be rendered, and the level of detail required. The geometry of the pebbles had to be managed in an efficient way to achieve a realistic render-time. The camera gets very close to the floor at one point in the move, so the detail needed to be there, but not everywhere, as this would have been way too much geometry to render effectively. 

In the end we decided to use displacement maps on a low-poly floor. Richard then used normal-mapping to add fine detail to the geometry. Below is how we did it.

Firstly, Richard studied reference photos from the actual shoot, specifically the scale of the pebbles, and how the tracks are formed in them.

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The amount of polygons required to render in CG the whole floor were far too many to have on one plane. So Rich took 4 overlapping planes in Zbrush, to test whether the repeating texture was going to work as a displacement.

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He then sculpted the tracks into the floor in Zbrush. Below is an early test image of the scene with a simple lighting set up made to check the scale of everything relative to the car. It was also used to see if there was enough detail at the lowest point of the camera’s move.

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For this reason we scattered more pebbles geometry across the floor.

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Below is the final pebble floor with reflection maps added, and the correct background and HDRI lighting situation ready to be rendered, and composited with the car which was made by our New York team.

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Below are the final 360 degree views of the Ford Explorer in Ruby Red. The whole range was shown on the Ford website.

CREDITS:

Agency: Team Detroit
Art Director: Andrew Smith
Photographer: David Westphal
CGI Artist: Richard Jenkinson and the NYC Team at Recom Farmhouse
Animation: Recom Farmhouse NYC Team
Post: Recom Farmhouse NYC Team

Renault site specific campaign for Düsseldorf Airport

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For this site-specific project we were asked by creative director Felipe Nunes Franco to visualise a Renault car breaking through the glass facade of Düsseldorf airport.

Excited by the idea of producing an artwork for a site specific project, a member of our Stuttgart team drove to Düsseldorf for a day to take reference pictures of the actual facade together with the exact measurements of the glass panels. In fact we had to accurately reproduce those dimensions in CG so that the billboard could exactly substitute and replicate the covered area with the car breaking through it.

 

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In our studio in London, our CGI director Kristian Turner started to work on the geometry of the architecture and the car. In order to make the glass shattering into pieces, he found it easier to actually simulate a car crashing against a glass panel. Pepe, our senior retoucher overlaid the cracked glass and flying shards into the final composition.

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… and here is the final campaign!

RECOM FARMHOUSE for Renault
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CREDITS:

Client: Renault
Agency: Publicis Pixel Park
Creative Director: Felipe Nunes Franco
CGI Director: Kristian Turner at Recom Farmhouse
CGI Artist: Kristian Turner at Recom Farmhouse
Post Artist:
 Pepe Alram at Recom Farmhouse

Making of : Porsche Cayman by Thomas Strogalski

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When we work on automotive images, we are usually asked to render cars into a photographic environment, but with the new Porsche Cayman GT4 it was exactly the opposite: Thomas Strogalski photographed a real car while the location was virtually created by our talented artists in Stuttgart.

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Strogalski beautifully shot the car for plenty of different angles and our team, captained by CGI director Thorsten Jasper Weese then designed and modelled the architecture of an underground parking lot to accommodate the cars. We also matched the photographic car to a CGI model in order to render the reflections of the surrounding location onto the shiny yellow varnish. Throughout the project it has been a very close collaboration between Thomas, art director Tim Buchmüller, creative director Norman Henke and us.

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Below few more images of the Cayman GT4.

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CREDITS:

Client: Porsche
Agency: Kemper Kommmunikation GmbH
Art Director: Tim Buchmüller
Creative Director: Norman Henkel
Photography: Thomas Strogalski
CGI Director: Thorsten Jasper Weese
Post Artists: Nele Ebner, Thomas Fritz, Tobias Scheuerer at Recom
CGI Artist: Ina Bostelmann at Recom

Making of : Nissan All Mode

Nissan_PATHFINDER by Recom Farmhouse

The Nissan All-Mode campaign has been a great opportunity for us to test our creativity in using a variety of source material. TBWA’s brief was to place each of the Nissan 4×4 vehicles in a location where the tracks of the car would mimic an element of the surrounding landscape.
We constantly had to vary the approach depending on the availability of images, so each final image became a different combination of CGI landscapes, landscapes we photographed, CGI cars and stock imagery. Below is a making-of to show how the Nissan Pathfinder has been assembled together from beginning to end.

 

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See the campaign on our site here

CREDITS:

Client: Nissan
Agency: TBWA G1
Associate Creative Director: Fabian Braun
Art Director: Matthieu Darrasse
CGI Director: Kristian Turner at Recom Farmhouse
CGI Artist: Kristian Turner, Richard Jenkinson at Recom Farmhouse
Post Artist: Pepe Alram, Kate Brown at Recom Farmhouse