The Froggy Car
Workflow & Speed, Part II
After the discoveries from the Mercedes AMG study, I wanted to continue pushing beyond the commonly known limitations of 3D VFX by changing the premise of the project. It was no longer about proving that a typical automotive stunt commercial could be done entirely using computer-generated visuals, it was now about whether the photorealistic principles could be applied to a more absurd, theatrical premise. My friend approached me with a meme of the “froggy car” from a game called Mother 3. While I hadn’t heard of the game, I felt it was the perfect premise.
Evolution of the “Froggy Car”
Giving an Artist’s Touch to Compositing
This is a project to render realistic vehicular cinematography. While I focused a lot on the realistic movements and bumps the hypothetical camera would be experiencing, the base render doesn’t account for the filmic imperfections and aberrations through the lens.
The finishing phase of my workflow is where I put efforts into modifying and developing a detailed node system for creating a filmic look.
Stepping Up Smoke Simulations
Building from the lessons learned in the Mercedes drift, I stepped up the difficulty of the smoke simulations by making the setting a desert.
Now, the physical properties of dust, a heavier particle than tire smoke, was the new challenge. Not to mention, the tires are constantly kicking up dust, rather than controlled bursts of smoke from just the drifting.