MS3 - Development of Idea and Look Development
Re-shooting Plates
After getting the feedback from everyone, we decided to re-shoot our plates to get a really nice look to our commercial. We had to shoot our plates twice over the weekend because our first iteration shot 01 was way too underexposed compared to shot 02 and 03. Then we also thought that we could push the look of shot 02 even more because we were worried that it was once again looking really flat, and compared to the other two it was not as effective. We also tried our best to achieve those ‘hero’ angles seen in truck commercials, and we go it to as close as we could in the conditions we had.
While shooting the plates we kept having issues when because we were shooting something so small of dof was over powering the whole plate. We also tried to shoot outside, but decided that inside was better after talking to Bridget, and she said a more controlled lighting environment was more ideal. I also noticed in some of our earlier shots, our ‘static’ cameras were shaky because we were in a space unable to fit a tripod, so in our final shots we made sure to make a ‘tripod’ to ensure we didn’t have excessively shaky footage.
Also if the plates look a bit off from one another, I am still working on color correcting them to make them more cohesive. All of the plates are also static now so I don’t have to worry a lot about a perfect track and just work on comping the assets in seamlessly.
This is the previous version of shot 2 that we took on the first day, and we are keeping it just incase we get feedback that the dof in our current shot 2 is too excessive. But, we thought looking at it in between the first and second that it was not as strong, especially since we got referred to go for more “hero” angles for our truck and to look up commercial reference shots.
Commercial Shot Reference
We referred to the video on the left for both shot 01 (0:13) and shot 3 (0:23). The video on the right we used for reference for shot 02 (0:01) and also drift reference. For shot 02 we were also wondering if the possibility of us doing a slow-motion shot was a good idea or even possible with the footage that we have.
Below the images are the reference images from the videos compared to a rough draft of our assets in the scene to give a better understanding of what we plan to do.
Re-shooting Plates Continued..
This time around in our shoots we made sure to get a shadow plate, along with a plate with a grey ball to better visualize the lighting, and a cube to be able to set up the scene (as seen in the rough layout images above). We also created a HDR using a 360 camera and a look develop rig using the HDR.*
*see Kiersten’s Blog for more information about HDR: https://www.kierstenyahn.com/themill
Asset Models
Also since the last meeting we have created or found all of our assets that we want to incorporate in our commercial, minus the money bags because Mason is trying to find the best why to have them for the vellum effect he is creating*. We have also UVed them so they are ready for texturing after we get our shaders correct. Mason modeled the hat and duck monopoly pieces; he is also working on the money bags. I modeled the sign and monopoly houses.
*see Mason’s Blog for more information: https://www.masonbrahney.com/post/sdgm-560-monopoly-car-commercial
Look Development of Assets
We have also started the look development of our assets. The images below is the first iteration of the asset shaders minus the truck.* I will probably have to rework them a bit because we were having HDR issues so the colors maybe off. Sumedh has also started look development for the pyro burnout effect he has created.** The images of assets below the video are in the order of reference for each shader ball in the video. The
Shader Attributes
*see Kiersten’s Blog for more information about truck shader: https://www.kierstenyahn.com/themill
**see Sumedh’s Blog for more information about Pyro Lookdev: https://sumedhk.com/sdgm-blog
Other Updates
Mason has made a rig for our truck and several simulations for effects that we have with vellum and particles.
Sumedh has made amazing burnout render with pyro.
Kiersten made our whole look development scene and has really nice start on the truck shaders.