The 911. The one and Always
FULL CG personal passion project, a movie ad short. Re-creation of official commercial @porsche⁠ “The New 911. The one and Always”

I found original movie appealing and really interesting in terms of lighting. The purpose of this project was more in-depth study of lighting to match environment and interior lighting to elevate the quality of Unreal Engine renders in order to obtain more realistic results.

Here are some direct shot comparison of original movie and Unreal Engine Renders:
Breakdown
Environment was done by The Digital Bunch company, with which I also worked on other projects, such as Aston Martin, Bentley and Bugatti.
Interior I have created myself, using simple shapes and materials and assets from Quixel Bridge Megascans built in Unreal Engine. This really helps to populate scene with props and details.
Interior is really simple and as most of it is hidden in shadows there was no need to populate it with rich details.
For character animation I used Metahuman and used UE retarget on Mixamo animation. Metahumans really can add some details to the shot making it more natural rather than some simple character meshes.
Car animation was done inside Unreal Engine using Cinematic Car Rig it is the best tool for automotive animation in Unreal Engine. Helps to keep the entire animation workflow inside UE, without switching between different software.
Compositing and post production.
Most of the renders were done in Path Tracing, but there were few shots done in Lumen, like tunnel shots.
Most of CGI projects require compositing and this one is not an exception. As Unreal Engine lacks some visual effects like lens flares it was comped later in Nuke to provide a better visuals. Here are few comped shots:
Whole project was color graded in DaVinci Resolve, to get better match with the look which was achieved in original commercial. Original renders are not looking quite the same as graded ones.
Comparison of converted footage to Rec709 and graded version
All was rendered in ACES to match the workflow I am used to during my work as Colorist.
After all of grading and compositing was done all footage was handed for edit to Al Clark
who made amazing job on sound design and editing, making it more dynamic.
Credits
Car Data preparation & modelling: Andrii Bahriichuk
Unreal Engine animation and lighting: Post Processed
Environment creation: The Digital Bunch
Compositing: Gray Growing
Color Grading: Post Processed
Edit: Al Clark
Thanks for watching!

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