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Week 2

Updated: Apr 14, 2022

This week, each team presented their pitch to our mentors from The Mill. Their biggest note for Team Splash was to simplify our idea. A slow motion water simulation is too ambitious. Getting water to look realistic is hard enough, making it a slow motion and close up shot makes it even harder. They said that having live action water mixed with the CG water would be beneficial. Having a drip reveal rather than a splash may even work better for us. They also advised us to revise our color pallet as the pink car doesn't really fit the scene. Also, shooting puddles of water on the road would be good for reference or to even include in the video.

After further discussion with my team, we decided to make the car yellow and cut down on the number of shots. We also decided that our overall storyboard needs revision since we are cutting out and revising shots. We are keeping the splash for now, and Mitch will be in charge of it. I will be putting my focus on the exhaust smoke, the debris on the road (mainly leaves), and camera tracking. I've been collecting a bunch of reference videos for that along with further reference on car commercials and how to shoot them on a budget. Below is the tracking of the first shot along with the beginning stages of the car exhaust and more references that have been collected.


Camera Track

Shot 1


Pyro

So far, I am getting the movement and change in intensity I want. I need to work on getting the puffier or bigger smoke. Then I'll light it and see how it looks when rendered.


References



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