XV HYBRID ALL WEATHER FIELD

TitleXV HYBRID ALL WEATHER FIELD
BrandFUJI HEAVY INDUSTRIES
Product / ServiceSUBARU XV HYBRID
CategoryA05. Direction
EntrantCUTTING EDGE Brisbane, AUSTRALIA
Entrant Company CUTTING EDGE Brisbane, AUSTRALIA
Advertising Agency ADK JAPAN Tokyo, JAPAN
Production Company CUTTING EDGE Brisbane, AUSTRALIA
Production Company 2 ADK INTERNATIONAL Tokyo, JAPAN

Credits

Name Position
Osamu Saotome Executive Creative Director
Junichi Tanaka Creative Director
Junichi Tanaka Copywriter
Takuo Yamamoto/Midori Nomura Art Director
Tsutomu Nezu/Mitsuyiki Ishibashi Agency Producer
Producer (Japan) - Junji Matsuo/Tomonari Motobu Producer
Jeff Gaunt Director
Music Composition/Mix Engineer: Mike Lange Sound Design/Arrangement
Cutting Edge Post Production
3d Artist: Rob Conn/Jake Hempson/Phil Jackson/Matthew Hermans/Richard Deavin/Matt Dye Animation
Katsuo Yonezawa Planner
Nuke Composite : Lars Andersen Lead Flame Composite : Antony Haberl Flame Composite : Steve Leacy Special Effects/Computer Graphics
Ben Shirley Director Of Photography
Vfx Producer: Flavia Riley Vfx Coordinator: Jessica Vines Other Credits

Brief Explanation

In this spot the script called for ‘car on car’ action and virtually demanded it be delivered 100% CG. The initial challenge was how to structure the car driving on itself through various weather patterns, and then to establish how it would look and feel. The trick to making the idea work was to subtly signal that all was not as it seemed. The miniature car was given a quirk to its motion, a slight weightlessness in the animation to give a sense that it’s not all quite real. The subtle depth of field effects also helped. Because of complex camera moves, the environmental elements had to be created - there was no component shoot for the mud, snow and rain. This meant a lot of work texturing the car, and getting mud splats and snow splats right required creating an animated file in Flame for Maya to turn the mud layers on and off as the car was moving. Usually sims are contained in small areas but these areas were huge; finding ways to achieve this was a wonderful challenge. In Maya and Realflow, sims such as the rain took 48 hours for the computer to do the calculations