Lighting | Comp - demo project
Here are two of my demo projects I created at Pixl Visn media arts academy.
Fantasy Tower Sunrise
Left to right: First frame | Last frame | Raw volume render | Comp/A over B slap comp
The tower project is based on a concept by Alayna Danner. I started with blocking and modeling in Maya and sculpting some imperfections on the ground and tower using ZBrush. As a first step I applied basic shaders, did some lighting and started a Nuke comp. This way the comp grew accordingly to the progress of the project and I was able to compare the latest render and with the concept very closely, to make notes and decide which next steps will be the most needed ones.
All texturing was done with Substance and the environment was rendered using Arnold renderer. For the water reflections I had to cheat the normal a little bit. Because of the drastic lighting change I decided to not use a matte painting for the sky/clouds, so I had to create them myself. After creating 9 different cloud models with Maya fluids, I converted them to VDB, positioned the and exported them as a rib file to render them with Renderman. Also the atmosphere volumetric is rendered with Renderman. Of cause I could used zdepht in comp for the atmosphere, but this way it wouldn't represent the lighting; and render time was no problem.
Old Cabin
Left to right: exterior lighting, full lighting, interior lighting, AO
For this project, I already had a lot of stuff modeled in modelling class, so I wanted to pick it up as a demo project to focus on look dev and lighting and spend less time to create the set.
Most texturing was done with Substance, but for a few objects it was a better way for me to use Mari. Lit and rendered with Renderman, using a few light filter, to have full control over the lighting. The motes are simple particles from Maya, rendered with 3D path traced DOF.
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