Rookie Awards 2024 - Open for Entries!
Generalist/Lighting Demo Reel | 2023
Share  

Generalist/Lighting Demo Reel | 2023

by javierpoeliniz on 1 Jun 2023 for Rookie Awards 2023

Hello, my name is Javier and this is my demo reel from the past 3 years that mainly consists of my generalist work with a strong focus on lighting.

3 369 0
Round of applause for our sponsors

This personal project I worked on was inspired by Bladerunner 2049. I am responsible for everything except the spinner model.

I Modeled and textured buildings and scattered them using geometry nodes. I retextured the vehicle and animated it along a curve. 

I did the lighting for the vehicle and the city which was challenging because I was trying to match the movie reference which had a lot of atmosphere and was very dark. I had a fog volume surrounding the city and car to get the atmosphere from the reference and get the lights scattering through the air. I had area lights at the bottom of the city facing upwards so the city felt like it had a sense of life. 

I wanted to make it clear that these buildings were very large and that the lights don't reach everywhere and I think the subtle from the bottom of the city helped with that+. In addition, having a ton of small lights in the building textures helped a lot with selling the scale, along with the spotlights on the buildings and the neon signs.

I rendered the vehicle and the background separately so that I could light them properly, and so their lights didn't interfere with each other. They were brought back together in compositing where I did the color grading, effects, and tweaked some of the passes.

This was rendered and composited in Blender

This is a personal project of mine where I tried to create a car commercial for the Porsche 911. 

I retextured the car paint, tires, and brake disks. The main focus of this project was getting the lighting to look cinematic and make it look like it was from a commercial.

I used some reference images that were studio shots of the car, so I could see how they light cars in studio environments. I took what I learned from that and tried to light the car in a way that best showed off its lines and curves. Since each shot was at a different angle I had to use unique lighting setups for each shot to get attractive lighting on the car. Rendered and Compositing in Blender

A challenge with this project was having the lights from the car not interact too much with the ground because it didn't look good, so I rendered the car and ground separately with different lighting setups. 

This was rendered in Blender and composited in Davinci Resolve

The model is from Sketchfab: https://skfb.ly/6WZyV

This was a project for class and I was tasked with creating a 1 min short of different environments that are familiar sights in the Midwest.

I worked on this project on my own, so I got most of the assets and textures online. The main things I modeled were the windmills, the city, and some of the power lines. I put together each scene, made a composition that was appealing, and did the look dev of each scene so it matched the lighting in the reference images. 

I used lighting to make the scenes feel moody and nostalgic while still following the references I had. Which were very dark and most objects were in silhouettes, so I tried my best to replicate that with very subtle lighting in my renders.

This project I did to practice my character lighting, specifically Rembrandt lighting.

I had a directional light coming from the left as the key light, an HDRI and area light on the left as the fill, and rim lights behind the cat's left side. I also had extra lights around the cat to make its shape a little more defined. 

I am only responsible for the lighting and compositing. The scene was from the Blender website by Manu Jarvinen

I worked on this project in Maya after seeing a reference image I liked and wanted to recreate the asset with a field of dry grass. 

I did the modeling and texturing of the tree 

As for the lighting, I wanted to go for warm daytime lighting and I tried to keep the light direction the same as the reference. 

I used an HDRI, directional light, and a few area lights surrounding the tree to make it stand out more and also had light blockers along the grass so the light wasn't uniform and had variation.


Comments (0)

This project doesn't have any comments yet.