Bundesliga Match Highlights
Role: Concept development and full production
The thrill of this production was honestly all in the texturing. Procedural hole textures, voronoi textures mixed with noise textures on top of lighting and rigging. There’s obviously a lot going on here technically, but getting the scene to work in colour and lighting with the textures was a joy. Mixing the 2D and 3D scenes and post-compositing again was always a treat, it’s always fun to jump between the two.
The challenge here was creating a multi-camera rig that behaved and having that time and feel to produce something sleek and shiny. In image 1 I spent a massive amount of time pre-render to ensure that the feeling and flow of the camera movements were nice. I knew I could clean this up in After Effects, however doing most of the heavy lifting here was more important.
In image 2 we began our texturing journey. The waving texture at the back is a wind effector that’s moving the cloth gradually increasing over the five seconds. As I refined this, I began to experiment more with the lighting and moving secondary objects. It gave the feel of a larger machine moving and rotating. To be poetic, we were only seeing a sliver of a larger process.
Image 3 showcases the cameras tracking our UV sphere. We’re using the sphere as a boolean to reveal our Bundesliga logo. As if it is being filled or revealed by some sort of fluid. The final 3D tricks was adding a depth of field to our camera movement, making sure our lighting was strong and then we jumped into post-production. After Effects for lighting and general flow. I don’t generally recommend using AE as a video editor but in this case most of our work was already done, so I’ll let it slide and be kind to myself this one time :)