client under armour studio we are royale
design | look development | simulations | animation
under armour cold gear.
once production finished, the live action plates were then sent over so i could begin tracking and running facial track on the actors’ faces in order to get accurate volume simulations to be able to get the ‘cold breath’ we needed.
tracking & simulations
using pf track i was able to take a generic face mesh of both female and male bone structure that i was then able to match once all tracks were finished.
with all motion tracks done i moved into cinema 4d and used turbulence fd to simulate the inhale and exhale of ‘cold breath’.
| cinema 4d | pf track | turbulence fd | after effects
look development & simulations
with the live action stuff out of the way i began building and running multiple hi-resolution simulations using turbulence fd. after many experiments, i finally began to get something visually that both the creative directors and the client really enjoyed.
all simulations were triggered using very simple emission setups. these emission points were then scattered inside of our animated collision body movement.