TOYOTA AND SAATCHI NY GET DIGITAL WITH SAAM GABBAYS HUMUNCULUS
When it came time for Saatchi NY to develop and launch a
new regional campaign for Toyota, the agency contracted animation and creative
expert Saam Gabbay and his design company, Humunculus. Together they
produced an alter-reality animated world to communicate Toyotas new
brand messaging to the masses.
Saatchi NYs clients are regional
Toyota Dealer Associations. Usually these groups look to create
ads with a lot of car running footage accompanied by an announcer shouting about
lease prices and APR financing. But this time they instead went for something
totally different. For a TDA to agree to do a SIXTY second commercial
with no prices, or even mentioning a model by name, is pretty
unprecedented, says Tim Leake, writer for Saatchi NY.
Animation Beats Live Action We were originally going to
shoot a live-action spot, but the budget was getting out-of-control and
it just didnt make sense, explains Leake. We had already created an
animated mnemonic for the end of every spot in the campaign, so it made
a lot of sense to use the anthem as an opportunity to build extra
meaning and brand recognition to that mnemonic. And the cost savings was
substantial which the clients loved.
There were advantages to
taking this different approach. Animation stands out, because most
spots are live action, says Leake. You can achieve feelings and moods
and looks in animation that are just impossible in live-action film.
Leake and Gabbay had worked together on an animated spot for Kinkos in
1998. So for this new spot, Leake decided to track down Gabbay and ask
him to bid on the job. Gabbay put together a team for Humunculus and his
enthusiasm for the project beat out a competing bid from one of New
Yorks top visual-effects companies, Trialex.
Something Different
The
concept for this spot was to show that since the beginning of time its
been a good thing to be smart, and the concept treatment sought to create a
shiny, 3D world with some of the objects made out of glass. Its
completely weird, but they went for it, says Gabbay. And they even allowed
us to stylize their cars to fit the treatment.
Giving consistency to
Toyotas branding, everything in the commercial is about the oval, which
is the shape of Toyotas logo. You can see the rings in the trees and
the fish bowl the trees, the shape of the computer screen, the cave,
its all about this shape, explains Gabbay.
This is the kind of project
Gabbay lives for. How many times do you get to blow up a glass pig,
build a giant treadmill... Do you know what I mean? he asks.
Developing
a Niche for All Ads Auto
Gabbay is well versed in the essence of auto.
Hes already worked on several car commercials and this niche suits him
well. Ive had maybe 15 cars, so I really get them and understand
them, he says. I love the dynamics of cars, Im just really mesmerized
by the car as an object and I also have a lot of respect for the amount
of stress that a client has in creating ads for a large corporation.
Custom Teams for Every Spot
The reason that Humunculus
consistently lands gigs cutting commercials for stellar brands like
Acura, Infiniti and now Toyota, has everything to do with its custom
approach to each project. If you were to look at our reel, there is no
way you could say Thats Humunculus, says Gabbay. We are so not set
in our ways. Our work is super diverse from glowing car mnemonics, to
weird hand-animated or clean 3D work. We let the job dictate the style
rather than imposing a common style on every project.
Gabbay
puts together a custom team for each project to perfectly match the job.
Plus I really like to absorb the client and really get into their
mind, says Gabbay. I also really have an appreciation for the agencys
unique quagmire in producing work. That makes Humunculus unique. Were
not just doing it for ourselves.
For the Toyota spot, Gabbay brought on
producer Allessandra Pasquino, a producer for Oliver Stone films and
art-media exhibits including the renowned ashes and snow nomadic
exhibit; lead Maya artist Christian Perez, who has worked on three other car
spots with Gabbay (including Infiniti); lead illustrator Max Keane, a
cell animator well-versed with Maya animation; After Effects editor
Lauren Mayer-Beug; artist William Thinnes, formerly a clean-up artist
for Disney; and assistant Maya artist, Alex Solokoff. The team also
included two clean-up artists and two storyboard artists.
The
Humunculus team, directed by Gabbay, produced this regionally targeted
60-second, high-definition animated spot in 9 weeks.
Producing an Out
of this World Spot
Because the cars in the spot are just a hair outside
of being realistic vehicle replications, Humunculus wanted to make the
whole spot a bit outside of reality as well. There are already some
rigs in Maya so that when you roll a car over a surface, it spins the
wheels for you, explains Gabbay. But on others we had to do it
ourselves, he says. Like, if the car was standing still, but the
ground was moving.
For example, at one point, Keane decided to draw a
giant, nature and terrain covered treadmill for the commercial, which
would rotate while the car remained still within the viewer's frame. So
then Christian started building the treadmill," explains Gabbay. He is
a fanatic about making something make physical sense, so he took all of
Max's springs, connection rods and all, and made it all physically work.
After that, he had to hand animate the cars dynamics because the car
was still not moving forward in space. It was super nuts. The client
wasnt sure they would like it, but they ended up loving it.
Technical
Challenges Overcome by Good Planning
When mapping out the workflow for
this project, one challenge was to figure out how to build the frames
and planes so that if the client had changes, Humunculus could update
the animations without having to rework the entire project. In once
instance, Maya artist, Perez, developed a shader that allowed them to
dial up the torso transparency of each illustrated character
individually, which was a major concern for the client.
Traditional
cell animation stations with light tables were set up for this project.
We would shoot it on the light stand with stills, then pin reg them and
convert them into line art using Illustrator, explains Gabbay. The
Illustrator layers would then get rendered out as IFF sequences in After
Effects and mapped onto polygons in Maya. The texture maps were huge, to
accommodate close-ups in Hi-Def.
Besides using After Effects
for their final composites and time warping, the Humunculus team also
used Shake to do some transitions between different cars and objects in
the spot. There's a part where a girl is riding a bike and she has a
shadow on her from the light of the Prias, but doesn't have a shadow
from the light of the Camry and there is a pretty significant color
shift there," says Gabbay. So Christian was able to do all of those
colors and transitions in Shake 4.
On top of the traditional set of
G5s, Quads and Minis, Humunculus recently started using G-Raid drives
by G-Tech. The G-Raid drives give you 30% faster reads and they are
more reliable than anything weve used before, says Gabbay.
Tech, Renders and Final Color
When it comes to rendering,
Gabbay opts for as quiet of an office with as little IT as possible.
So we farm out to two different render farms: Render Rocket in LA
and Res Power in Oklahoma, he says. Its kind of fun watching 790 CPUs
crunch through your project while youre at lunch.
All renders were
done in 1080-24p HDTV and Humunculus took the rendered frames to RIOT in
Santa Monica for final layoff, setting up an AT&T Satellite link for
Saatchi so they could approve final color.
Working Together with Saatchi
NY
The distance between Saatchi NY headquarters and Humunculus
Venice base didnt cause any problems working together, because the
entire project was pretty much done by post. Working remotely seems to
be the norm these days, says Gabbay.
We were out on the West
Coast for a month of shooting live action stuff, says Janet of
Saatchi NY. So we got to spend an entire day with Saam going over
creative issues. He was enthusiastic from the day we first called him.
Ultimately, it was the collaborative nature of the project that made it
so successful. Humunculus created a very unique look within the
parameters of what we and our clients needed, says Leake. There was a
lot of back and forth discussion about every scene and every aspect of
every scene. Sometimes we all agreed on what the right choice was,
sometimes we didnt. But the group dynamic helped achieve something
were all really proud of.