BA Windows with Christopher Anderson

Recom Farmhouse worked with agency Uncommon and photographer Christopher Anderson on this bold and brilliant campaign for British Airways. Minimalist and bold, the billboard’s eleven executions reverse the classic ‘out of the plane window’ shot to capture the wonder on passenger’s faces.

“Only truly iconic brands can say less.” – Nils Leonard, co-founder at Uncommon​​​​​​​

With the daring crops and the strength and simplicity of the idea, it was of absolute importance to create immediate belief in the mind of the viewer. Most of us have experienced that moment of exceptional light and beauty when flying, and the recreation of it needed to be perfect, so the light places you in that moment. We brought the warmth and reality of this beautiful aerial light to the surface of a CG fuselage, whilst maintaining the flexibility with the airline’s livery that was vital for the audacious cropping.

Here’s how we did it .

Preparation was absolutely paramount; photographer Christopher Anderson is known for his treatment of sunlight so we tested the lighting in CG to see where it needed to be in order to light the model’s face with those deep windows. We then did a second session with him to work on the details making the sunlight natural. Post Artist Kate Brown created an initial grade from these sessions with stand-ins, which informed the actual shoot.Many of the models were BA staff, who were shot on a set specially built for one window’s width of fuselage.

Creative Director of Recom Farmhouse London Christoph Bolten and CG artist George Russell joined the creative team at Uncommon as Christopher Anderson shot the talent. They took HDRI spheres of the environment and in-depth lighting references for the talent.Although the shots appear simple, in order for them to bring the sense of the moment, there’s a huge amount of subtle detail.

With the creatives at Uncommon, we thought about the story of each flight: when you wake up, what do you want to see? Perhaps a beautiful mid-flight moment in a cloudscape, perhaps the first glimpse of your destination? And how do we tell that story through light and reflections?

CG artist George Russell made different environments – a city, clouds, sunset over fields, sunset over the ocean. Each environment is reflected in the fuselage and brings its own subtle differences to the light. He also worked meticulously to position the livery correctly for each crop, ensuring it was always visible and unaffected by the sunlight’s movement over the metal.

At Recom Farmhouse London, over breakfast meetings with the fabulous creative team at Uncommon, the project came to life. Post Artist Kate Brown composited the talent into the CG fuselages, and brought the elements together with a happy grade – simultaneously warm and real. Each individual crop was finessed, including site-specific ones.

Some shots needed specific CG work to frame the livery correctly on the plane – absolutely vital for this concept. CG Artist George developed an innovative way to move these around quickly and easily for the creative team to get the perfect impact.Look out for the billboards creating a stir all over the UK right now – a campaign that’s flying high in iconic locations from Piccadilly Circus to Edinburgh Airport

British Airways: Windows

Photographer: Christopher Anderson
Photographer’s Agent: Wefolk

Post Production: Recom Farmhouse

CG Director: Christoph Bolten / Recom Farmhouse London
CG Artist: George Russell / Recom Farmhouse London
Post Artists: Kate Brown / Recom Farmhouse London, Steven Orts / Recom Farmhouse NYC

Motion Compositing: Pineapple VFX

Agency: Uncommon
Creative Director: Benny Everitt
Creatives: Ellie Daghlian and Elisa Czerwenka
Key Artworker / Designer: Shaun Rodgers
Account Director: Katie Shrubb
Business Director: Alice Barnes
Producer: Jasmine Jones

Voth with Nick Meek

VOTH: a series of six images created by Nick Meek and Recom Farmhouse, by kind courtesy of the Voth Foundation.

 

Photographer Nick Meek and Recom Farmhouse’s Christoph Bolten travelled together to Hannsjörg Voth’s extraordinary desert land art installations in Morocco: Himmelstreppe, Goldene Spirale and Stadt des Orion.

With a profound respect for Voth’s original vision, they envisioned innovative elements that would both honour his intention and contribute to the immersive experience offered by these extraordinary desert works.

 

During a series of dawn shoots, Nick Meek and Christoph Bolten engaged in thought-provoking conversations about how their imagery of the structures could evolve, exploring ideas that would preserve the integrity of Voth’s vision while pushing the boundaries of artistic expression.

Developing ideas and possibilities of augmenting the beauty and impact of Voth’s creations, the Maserati concept car in gold was the outcome. The smooth angles and precise lines of the car juxtaposed against the otherworldly environment of the sculptures form a vignette of adventure, a fragment of a story that’s still to be told.

TECHNICAL PROCESS: FULL CGI WITH PHOTOGRAPHIC BACKGROUND

Nick shot on Kodak Portra 400 film with a Gibellini ACN45v2 camera, custom made for him, giving us great references to re-create that beautiful filmic look.

While on set we captured plenty of HDR domes with a LizardQ rig, enabling us to seamlessly integrate CG objects into the backplate photos with accurate lighting and reflections.

In Recom Farmhouse’s London studio, CGI artist Anna Toropova gathered reference to perfect the golden car, and worked closely with Nick to position it – here’s a glimpse behind the scenes of her R&D:

With the render passes completed from Anna, retoucher Kate Brown started to composite the car.

 

The wintery desert light, in combination with the golden car paint, provided her with a solid foundation for creating the desired look, and a realistic bloom and film grain.

Retoucher Kate Brown:

“Initial grading work began in Capture One before the retouching had even started, to get the very best out of the image.  Having all the different passes for the car gives us the most flexibility to enhance the car and make it fully embedded into the shot, making sure the colours match to the environment, so the car shape is enhanced without feeling over retouched.
Meticulous care was taken to create and enhance beautiful glows and pings on the car from the sun.  making it shine like a piece of jewellery in the shot.

Before the start a project we try to study the photography as close as possible to understand how to make the CGI feel as photographic as possible.  Imperfections of photography like lens aberrations, flares, blooms from highlights and grain are incredibly important to make something feel photographic.”

See all the images on our site here, or contact us to see our book “Slice”, featuring the Voth images.

 

 

Photographer & concept:
Nick Meek

Creative Supervision:
Christoph Bolten

CGI Artist:
Anna Toropova

Post Artist:
Kate Brown

Very special thanks to the Voth Foundation

Making Of ‘Au_XLR8R’ with Thomas Brown and the_kyza – Full CGI

Recom Farmhouse London are proud to present ‘Au_XLR8R – a Full CGI charged-up collision of leading artists in car design, CGI and photography.

Thomas Brown wanted to bring his unique vision to the world of automotive photography. He often works with a set designer to create a physical world, whether it’s a sci-fi storm for Wallpaper or explorations of volume and mass for Frame. For a car, only CGI can bring this freedom of vision.

Khyzyl Saleems work (@the_kyza) is a high-octane mix of the wildest aspects of car design: evolved from the explosive creativity of gaming, founded in an in-depth knowledge of the realities which is fuelled by his bodykit business, extending those outrageous modifications to real-life cars.

Recom Farmhouse ourselves are always looking for new and energising ways to fuel the possibilities of full CGI. We asked Khyzyl if he could provide one of his models for us to work with. With this model, we would create a detailed virtual studio inspired by Thomas’s references, collaborate on the creation of a series of images in this digital set, and then grade them to perfection.

 

The Concept

Thomas’ reference roared and fizzed with energy for us to create his desert art space in an American landscape, an environment liminal in space, time and human intervention. The car would be set as a sculpture, with an elemental quality incorporating ideas of gold, particle collisions, sculpture & precision engineering.

The Car

Khyzyl chose a 1989/91 Porsche 944 Turbo KS combined with 2022/23 992 GT3 RS Variant to be the centrepiece of the installation. Thomas’s vision was a car of pure gold in colour: a glossy and perfect mirror finish, an outrageously extravagant paint job, full of interest with the complicated lighting.

 

The Studio

In Recom Farmhouse’s London studio, CGI artist Aljaz Bezjak created an outdoor studio in Blender as a setting for the car, complete with supports, rigging and power supply. The site has its own ecology and geology, with scrubby desert plants against a background of far mountains. These small ‘real world’ details are what’s vital in making the environment, grounding the exhilarating fantasy in a believable reality.

 

“Mesmerisingly beautiful interactions between particles as they collide at high speed sending them spiralling off from their trajectories. The images chart the path of a particle, chance impacts and ultimately how the influence of others can permanently change their course. ”

– Thomas Brown

The images were ‘shot’ in a very reality-based method, according to Thomas’ usual practice. He would choose a lens and ‘walk’ around the environment just as he would in a real studio, selecting viewpoints that are coherent with those limitations. The point of view could almost be that of an art tourist, taking phone pictures of this desert installation for Instagram, but with the quality that only this attention to detail can bring.

 

” A roadside monument to science, energy, engineering and human creativity.  Inspired by phenomena, physics, chemistry, innovation and teenage wonder.  The excitement of the Gold Rush, frantic exploration and pioneering in search of fortune and the future.”

– Thomas Brown

The final images are a riveting combination of reality and fantasy, on the border of night and day.
See the whole series on our site and on Behance

Photographer: Thomas Brown
Post Artist: Aljaz Bezjak / Recom Farmhouse London
Car Model: Khyzyl Saleem @the_kyza

 

 

 

Making of “Tales of Mystery And Confusion” with Clemens Ascher

“In this series, I show mystical figures from a vaguely remembered tale performing cryptic gestures and ominous rituals.” – Clemens Ascher.

Collaboration with Clemens is always an extraordinary journey. In this series, retouching combines CGI with fine art.

The concept was to have the look of a 2D collage, with fabric and other props produced in 3D and then combined with the figures which were shot in the studio.

As CG artists, normally we are purely concerned with getting an image as close to reality as possible. In this case, Clemens wanted a combination of photo-realism with perspectives that are just a little ‘off’, to give a surreal, disjointed feel. This is a fine line to walk in post-production, and an exciting challenge for us, with a huge amount of creative freedom and input. The details of our renderings and lighting were very much an integral part of the artistic process.

For instance, the floors for some images are correct in 3D space for shadows etc., but their texture is applied almost like a 2D collage, without much depth in the perspective depth happening. “Amber Queen”, below, is a very good example for this effect.

Conceptually this references medieval art with its odd sizes and perspectives, which is also referred to in some of the props we created like armour and shoes. These tensions of opposites are present in many aspects of the series, producing the effect of strangeness that Clemens wanted.

Technical Process:

We began each image by setting up a CG space as a match for the camera and model, for shadows, indirect light and reflections.

Clemens provided a sketch for each figure, and from this, we began to block out shapes, exploring forms and thinking about the silhouette. With every element, we started with reality.

“Amber Queen”

Here for instance, for the armoured dress, we looked at real armour, how it’s made and jointed, and how this would wear – before working with the shapes to give it uniquely unreal, skewing asymmetry.

Substance Painter gave us the possibility to create a realistic, used appearance for our materials, and we then used our virtual lighting rig, adjusting the original settings to make them work for the completely different properties of armour.

 

We had previously developed our own system for making realistic amber with flaws, shapes and colour all generated from our own observations. Using this ultra-realistic natural material to make a hat was typical of the tension between reality and unreality that Clemens was looking for.

“EXORCIZE”

We generated the amber again for this image and also a mysterious mountain range to set the figures in.

For “EXORCIZE” we used Houdini again for the pink hair, inputting geometrical parameters to produce a true natural feel – a great opportunity to push this software in an unusual environment.

“MELANCHOLY”

We built this tutu in a completely different way, as if this was a real life fashion project with the correct crinoline construction underneath it. We tested this with different materials such as lace, bringing our machines very close to their computational limit!

Working like a fashion designer would, we tried many different fabrics to get the rich, ruffled texture that we wanted, to complement the severe geometric shape of the skirt itself. Here you can see two other options in lace and chiffon.

With the final decision to use a light tulle, we achieved the affect we wanted: a solid block of fabric with a light, foamy texture, that tension of opposites working again to destabilise perception. Zoom in for the details that make the difference

Grading

With the series complete in structure, the files went from Germany to Recom Farmhouse London for Creative Supervisor Kate Brown to fine tune the compositing from all the different applications, and colour grade the images.

For the grade, she took inspiration once again from paintings – ranging from medieval icons to renaissance masterpieces in oils. A simplified, painterly treatment, giving the sense of collage whilst bringing detail out of the blacks, and enhancing the sense of archetypal forms. Here’s a view of the full process from original sketch to finished image.

We’ll leave you with some thoughts from Clemens Ascher:

“Seeing these naturally raises some crucial questions:
What is their message?
Can they protect us?
Will they guide us in our search for salvation?
And can we even trust them? – Probably not.
But you can worship them, let them take important decisions or cure your agonised bodies – good luck! “

 

See the whole series on our site here and on Behance here

Photographer: Clemens Ascher
Creative Director: Kate Brown / Recom Farmhouse London
CGI Artists: Sebastian Schierwater, Richard Jenkinson, Dennis Brinkmann / Recom Stuttgart
Post Artists: Jonas Braukmann, Stephanie O’Connor / Recom Berlin

Making of Lincoln with Uli Heckmann

Building the perfect stage for the super cool L100 concept car was an exciting task for our Sofia based studio Recom Blacksmith, that also specializes in full CGI environments. The goal was to create a believable salt desert with a very specific mountain range which photographer Uli Heckmann was envisioning.

Starting with a foreground detail and a base pattern, small rocks were scattered to create a more realistic salt lake effect.

Eventually, the patch was used to cover 40 square km which was a breeze using Clarisse. The scene was then optimized and reduced from 28 quadrillion polygons to a mere 4.5 quadrillion.

The next step was adding the water by cutting into the geometry. The position and shape of the glassy, shallow puddles remained flexible to be able to react to feedback from the client.

For the mountain range satellite data came in handy to build and match the photographer’s imagined scenery.

The final treatment was applied by our Stuttgart post team who colour graded and polished the series to stunning results.
See more exterior angles and the futuristic interior (sans steering wheel) on our website.

Client: Lincoln
Creative Lead: Uli Heckmann
Coordination: Tim Michel Producer
CGI: Ivo Stanev / Recom Farmhouse
Post Artists: Christian Schemer, Daniel Seiler, Frank Hoppler, Fabian Stehle / Recom Farmhouse
Supervision: Thorsten Jasper Weese / Recom Farmhouse

Making of “A Hypnotic Journey” with Alessandra Kila

“Through the mechanical and perpetual movements of diamonds, malachite, tourmaline and pearls the viewer is taken from a rational state of mind to a trance-like hallucination where both image and colours react to the altered state of mind. Jewels are real, but they are also a sub-conscious reality that exist as a state of desire in our mind.”

– Alessandra Kila

 

Follow Alessandra Kila into a world of hypnotic machines that enthrall through their perpetual movement. Working closely with our London studio, a triptych of full CGI videos evolved, each featuring a piece of Chanel jewellery functioning like an entrancing device: a necklace oscillates like a pendulum, a ring repeats the pattern of a spinning machine and a bracelet echoes the circular movements of a gyroscope.

How we made it:

Starting with a moodboard of references drawn from architecture, fashion, textures and art,  Alessandra Kila created a world with a highly  curated and very distinct slant on Art Deco.

The jewellery was recreated in CGI from the  original pieces, with great attention paid to the texturing of surfaces and the properties of the precious stones. Detail is everything…

For the animations Alessandra and our 3D artist Anna Toropova tested and observed the movements in real life before imitating them on screen. For instance, repeatedly dropping and filming a pearl or a ring, then replicating its motion in CGI.

At times that meant working frame by frame to achieve the most realistic flow. Clay renders below show the careful, precise progress of  the work.

The simplified set design and colours subtly harmonise with the Art Deco style of the jewellery pieces.

The sets are particularly inspired by ideas around vitrines and the display of precious objects.

Glitchy psychedelic interruptions jolt the viewer from their reverie, creating dramatic dissonances.

Initial tests show wild experimentation for colours that have just the right qualities.

The final colour grading and sound design pull all the pieces together – blending these two aesthetic worlds.

 

View all three pieces together on our website.

 

Director: Alessandra Kila
Concept, Look Development: Alessandra Kila
Full CGI Motion and Stills: Recom Farmhouse
Editor: Zoe Alexandrou
Music Composer and Sound Designer: Manuel Pinheiro
VFX: Alessandra Kila
Compositing: Felix Baesch / Recom Farmhouse
Modelling: Tanguy Koutouan / Recom Farmhouse
Texturing and Shading: Joe Carney / Recom Farmhouse
Animatics and Lighting: Anna Toropova / Recom Farmhouse
Color Grading: Christoph Bolten / Recom Farmhouse
Still Retouching: Aljaz Bezjak, Maria Luisa Calosso / Recom Farmhouse

Making Of “Haze”

Project: Haze Creative Director: Kate Brown CGI Artist: Marvin Lübke Post Production: Kate Brown Aljaz Bezjak

Tomek Makolski collaborates with Recom Farmhouse to create full CGI staging for an evocative slice of 80s Vegas life.Bored but ultra-glamorous, she stalks her enclosed world of a motel in purest yellow. The images are drenched in intense pastel yellows and blues, but below the surface gloss of this sunny palette, there’s tension in these moments out of time, a sense of detachment, drift and dream.

Why this solitary intermission in her life, just killing time?

Subtle cues in the setting hint at an ambivalent celebrity and faint, atmospheric menace.

A Look Behind The Scenes

We were delighted to collaborate with Tomek to bring this idea to life.

The model photography was already complete, so we began with her character, working collaboratively to imagine a setting for her that would be right for her aesthetic…stylish but faintly gritty.

With a huge variety of movements to choose from, we chose those that contributed to the atmosphere we are trying to build – strongly defined poses with interesting shapes – and built an environment for this character to inhabit.

A sense of place is central to creating realistic environments, even though we didn’t want to without being too explicit about the location. We settled on suburban Las Vegas as having the right combination of motel style that we needed to stage the scenes.

Searching to find a sweet spot between surrealism and reality, we created a realistic motel, and turned every part of yellow to add a jolt of unreality, as well as giving a stylishly minimal feel to the detailed environments.

Smaller cues such as her face in the poster on the wall, or in the magazines ,add to an almost subliminal sense of displacement.

It’s also a time capsule of 80s elements. The styling of the model had already been carefully considered – her sun visor, big hair channeling Faye Dunaway, the cut of her swimsuit – so we chose props such as the vending machine to enhance the feeling of a shift in time.

Tomek already had a moodboard of references, and we expanded on this with contemporary details for all elements – whether integral parts of the set like breeze blocks or railing designs, to objects like towers of cards and an oversized phone.Items like a baseball bat or broken glass contributed to the faint sense of unease, and the feeling of depth and difference in focus enhances the dream-like feeling of the series.

Technical Process

We wanted to use a different, more stripped back workflow on this project. The images were begun in Unreal, the CGI finished in Blender, and then composited and graded in Capture One.

Everything is CGI in the images except the model and the sun lounger – and in fact we we recreated the sun lounger in CGI for a seamless match between the real and the virtual.

We began the project in Unreal, so we could adjust all the elements of the set with maximum interactivity. In Unreal, we matched the lighting and angles of the CGI environment to the original model shots, and tested colours and props at lightning speed.

Instant feedback at high fidelity allowed us to be adventurous in art direction…moving the model around the set without the need to wait for renders. It’s a great platform for experimentation and taking chances.

 

With the creative decisions made, we moved the project into Blender for the last stage.

This meant we could render the final CGI environments in a high enough quality that we could go directly to compositing and colour grading – an interesting exercise for us to see how far we could push pure CGI.

Finally, we added the model in via Capture One with minimal colour work – just minimal grading to balance her correctly into the CGI backplate.

 

We hope you enjoy the way this collaboration blurs the line between fantasy and reality…we’re proud to have made the dream real.

Soundtrack:  We recommend Bananarama and Fun Boy Three: Our Lips Are Sealed

See the entire project on www.recomfarmhouse.com or Behance

Photographer: Tomek Makolski

Concept: Tomek Makolski & Michal Sek

Model: Ola Kowal / modelplus

Photographer’s Assistant: Adam Gocel

Make-up Artist: Adrian Swiderski

Hair artist: Patryk Nadolny
Stylist: Milena Bekalarska

Studio, equipment and support: Studio Tęcza
Creative Director: Kate Brown / Recom Farmhouse
CGI Artist: Marvin Lübke / Recom Farmhouse
Post Artists: Kate Brown, Aljaz Bezjak / Recom Farmhouse

The Recom Fearhouse

WELCOME BACK TO THE RECOM FEARHOUSE

October hasn’t been the same since our sinister 80s slasher film collided with a thousand-year pandemic. Sorry, multi-year pandemic. A thousand years of this might be too scary, and that’s saying something since we escaped a psychotic Axeman in a forest to a dusk-lit, desolate town, some years prior.

Although, it’s up for debate whether we escaped our most vicious foes after all. I suppose we may have “overlooked” remote work being as debilitating as it has been. With New Yorkers primarily still working from home, and the fun months of banana bread making behind us, we face the difficulty of living in The Recom Fearhouse. Conference calls disrupted by barking dogs, spilled coffee from tripping over children’s toys, ordering pizza in a trance of perpetual snacking…

…not getting enough time to play may have made us all a little “dull.”

This essence of insanity from too much vacationing at home was manifested to match that of Stanley Kubrick’s The Shining, a cult classic, and a Recom NYC favourite. An avid appreciation for the film spurred numerous easter eggs and tie-ins to the 1980 hit.

A closer look will reveal all… BUT BEWARE! What you see may frighten, perhaps even scar you!

Unable to view the Overlook Hotel in person, we recreated it in CGI from movie references. We matched the lighting, props, and composition from those of the screen grabs.

Once our foundation was set, our team of horror fans began compositing items from our home offices into the scene.

We embellished the truth a bit, making the “real” Recom Fearhouse from children’s toys, cold coffee, and stale pizza to sell that aspect of homegrown insanity. And ya know, a little whiskey for… improved focus… hehe.

Once we’d decorated the room with our aromatic décor, it was time to collect our sheets of sprawled paper with our twist on “All work and no play.”

 Of course, the typewriter alone wouldn’t be enough of a tribute to the pop-culture, trendsetter source material. Pulling out our digital pocketknives, we carved the famous “Redrum” into our tabletop, and we placed them right beside our matching twin VW’s Beetles. Our twins are still in one piece, though…

To keep the spirit of our veneer-sided Jeep Grand Wagoneer and its many frivolous adventures alive, we added it into our finely tuned monitor before calling our latest Recom Fearhouse a closed case.

Maybe next year we’ll dust our Fearhouse Mobile off and see where it takes us. Hopefully somewhere quiet…

Credits:
Creative Direction: Richard Levene, Steven Orts, Andrew Coleman, Robert Russ, Luke Burke / Recom Farmhouse NYC
CGI: Luke Burke / Recom Farmhouse NYC
Retouching & Editing: Steven Orts, Andrew Coleman, Robert Russ / Recom Farmhouse NYC
Sound Compilation: Robert Russ / Recom Farmhouse NYC

Recom Farmhouse is on InstagramFacebookVimeo and Twitter!
More work at recomfarmhouse.com and our blog madlove.net.
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Making Of “Low Earth Orbit”

Like so many complex productions, this was a simple idea – to make a short film as a showcase. To push some boundaries and possibilities in our work. And also to have some fun at the same time!

Inspiration

Of course we wanted to work with a car….but in a modern visual language evolving around the dynamism developing in electric cars. Images of power and light, of a clean and positive future, more attuned to the environment without losing any of its visceral impact as an object of desire.

What contemporary pioneers would inspire us, visually and conceptually?
A character to be the centre of gravity for our story.

We settled on a man with a dream to be the first Black man on the Moon.

Setting and mood building

When creating the world for this character to live in the process (as always) started long before any CGI – with pen and paper, talking and thinking. Using these analogue methods allows for swift changes and flexible, imaginative thinking, to expand the possibilities, making it so much easier to say “What if…”

We built the world up through questions, rather than software.
Where would this person live?
What kind of house?
What’s in it?
What do these things tell us?
What’s the landscape and plants like that surround it?

Such level of detail isn’t usual in advertising so it was an interesting exercise, which has parallels in the process of CGI. Just as we built a ‘real’ framework for CGI structures, lighting and cameras, we referenced reality to construct the character and story, to make both feel more tangible. Every viewer doesn’t see every detail, but the liminal storytelling of these elements brings vivid personality to the atmosphere.

To develop the luminous and dynamic look, we wanted glowing light and rich, soft-textured shadows, imagery of space and earth, sliding and gliding lights both natural and artificial.

We collected ideas and inspiration from a huge variety of influences – from film, to photography of architecture, light and atmospheric affects, to artists working with light like Yayoi Kusama and Olafur Eliasson.

 

Storyboarding

With these assembled, we began the process of story development.  Thinking, reviewing, collaborating, thinking again – working to define and refine the story and the shots that we needed to tell it. As the story began to coalesce around these storyboards and with each development, we felt it was getting closer to the vision we had.

Eventually we had a full set of storyboards, making the flow of shots complete and suggesting in itself further improvements.

 

CGI process

With choices made on the shots we would need, we had the maximum amount of time for creating detailed work on each one in Maya.

For each shot, we also honed the camera moves. Of course in CGI there are no restrictions… but it’s integral to the work to consider how a real camera would move. So we gave a lot of thought to how this would actually be filmed, reproducing the constraints of a physical camera with car to car filming, rig shots or drone shots. Impossible camera moves are a clear cue of artificiality, so lead CG artist Tanguy Koutouan had to balance boldness against the potential of unreality. Each move was refined until it was smooth and harmonious with the other elements such as the car’s suspension movements, or camera drifts for organic animations.

We discussed our ideas for the project with the team at Audi, who we often work with. Audi very kindly gave us the concept model of their new Audi e-tron GT – the perfect car for the character we had created.

Studio shoot

With an initial sequence in place, we cast for a model to represent our hero. Director of Photography for this was Jorge Diéguez, who assembled a fantastic crew, selected equipment and took care of the lighting, matching it meticulously to the sequences already visualised.  Set designer Jason Synnott rigged up the car seat with steering wheel construction, and we shot the green screen sequences at our neighbours: Hackney Studios, with on-set VFX supervision and general advice from Gareth Repton.

Compositing, editing, sound and polish

The music by Olafur Arnalds was the key to bringing everything together – we altered shots and especially camera moves to match the rhythm of the piece, and make everything fit together flawlessly.

The scenes were rendered in VRay, and then taken into Nuke for compositing led by Felix Baesch. In this phase, enormous amounts of infinitesimal adjustments finessed the result for maximum photorealism. We added matte painting for the mountains, created the moon, removed occasional CGI artefacts and added the green screen footage of the model.

This polished footage was then brought into Resolve for Tanguy to continue the process of editing, and Dan Carney to bring his detailed eye for nuanced colour to the grading. 

With editing and colour grading in place, the film went to Gavin Little at Echolab for sound editing. Although the music carries the whole piece, sound makes it subtly immersive – small details that bring atmosphere but never overpower the music. At the same time, we designed the title sequence and the end credits.

These initial phases were completed in a more conventionally collaborative form, all working together. The later phases were during lockdown, so we worked and collaborated remotely, as we’re very used to doing with our internationally based team. This was a long journey for us all, and we’re very proud to present the completed film.

Low Earth Orbit

Put your headphones on and go full screen to join Recom Farmhouse on a lucid vision of a night drive, with repeating visual themes of orbital geometries and light – from softly radiant moonlight to coruscating fireflies, from sliding reflections on wind-honed bodywork to glowing incandescence of stars.

The voyage you dream of is closer than you think…

A Recom Farmhouse Production
Written and directed by Tanguy Koutouan
Co-Director: Christoph Bolten
Executive Producer: Christoph Bolten
Sound Design Gavin Little | Echolab
Music by Ólafur Arnalds
Colour Grading : Dan Carney
Lead CG Artist: Tanguy Koutouan
CG Artists:  Carlos Pecino, Anna Toropova, Luca Veronese, Joe Carney
Lead Compositor: Felix Baesch
Additional Compositor: Stéphane Lugiery
Title Design: Martha Tullberg
Title Animation: Aljaž Bezjak
Original Screenplay: Santi Minasi
Storyboard: Tanguy Koutouan
Editor: Tanguy Koutouan

Green Screen Shoot at Hackney Studios
Directed by Christoph Bolten
Art Director Tanguy Koutouan
Director of Photography:  Jorge Diéguez
Gaffer: David Nye
1st AC: Julian Lalinde
Production:  Martha Tsvyatkov

Set Design: Jason Synnott
Model Damien Le-Hoste | Base Models
On-Set VFX Supervisor: Gareth Repton
Moon Images: NASA
Styling:  @vakundok & Alessandra Kila

Special Thanks to: Geoffroy Givry, Cameron Smither, Alessandra Kila, Martha Tsvyatkov, Sven Hasenjäger at 380 Grad, Sarah Giles at Universal Music, Adora Makokha at Kobalt Music.

Making of: “Eurostar” with Nick Meek

‘You see more when you don’t fly’ is Eurostar’s latest TV and print campaign. Trying to train an enormous bird with a brain size of a walnut is challenging enough, but what to do when there’s only Emus or randy ostriches available at the time of preproduction? A CG ostrich comes the rescue…

Photographer Nick Meek asked us to hop into the nest to hatch the unusual tourist on the screen. Before heading to Amsterdam and Paris the team covered several locations in London, accompanied by our local CGI director Christoph Bolten and post artist Maria Luisa Calosso. With the support of an endearing and very patient cardboard bird, our CGI experts made sure to gather all necessary elements and spheres for the comprehensive post production process.

 

Hatching a plan for a CGI Ostrich:

Besides matching camera angles, scale and lighting, it was crucial to have the bird appear as realistic as possible, without looking too anthropomorphic – detail in the eyes and beak was the key here, and finally some hand-drawing of the feathers for the most naturalistic look possible.

Watch our new feathered friend come alive in these videos!

 

You can see the whole project on our site here and on Behance here.

 

Client: Eurostar
Photographer: Nick Meek
Agency: Engine
Creative Director: David Dearlove
Art Buyer: Kate Blumer
CGI Artists: Yuriy Dulich, Luca Veronese, Carlos Pecino / Recom Farmhouse
Post Artists: Maria Luisa Calosso, Nuria Segura, Pepe Alram / Recom Farmhouse
Photographer’s Agent: Siobhan Squire, Charlotte Dale