The Light and Look of Will Condé
Hello there, my name is William Condé. I'm a CG artist focused on lighting and lookdev. On top of which, I’ve also been learning compositing as I understand that it’s a crucial part of the pipeline that works hand in hand with the other two disciplines.
Here is my entry to the Rookies Awards 2020. It is comprised of three projects: MAGIC LANTERN, DIGI DOUBLES (further split into three portraits) and BUG IN THE CITY. Hope you like it! :)
MAGIC LANTERN
This is the result of my final project for a 3D foundation course. I was responsible for all aspects of the project, including modelling, texturing, shading, lighting and compositing. I was also responsible for the backplate picture taken in the EYE Filmmuseum in Amsterdam.
The idea was to place the Magic Lantern (an early film projector) in a plausible place and add a few moving elements to bring some life to the shot. That was done by adding a subtle camera movement (in post), the projection of animated reflections on both the CG and the backplate's glass displays, and the projection of a motion picture on the background wall.
The scene projected is from the famous hall of mirrors sequence of The Lady from Shanghai (Orson Welles). Sequence that plays a game between reality (real people) and deception (their reflected images) and that also expresses the layers of illusion over illusion very often played by the cinema itself.
Software used: Maya | Substance Painter | Arnold | Nuke | Photoshop | DaVinci Resolve.
DIGI DOUBLES
The aim of these portraits was to reproduce three different lighting setups from live-action pictures and to composite them back over those plates replacing the face of the original actors as seamlessly as possible. I tried to choose very different styles to reproduce and in order to have the most amount of control over the lighting in compositing, the portraits were rendered splitting every light into a different AOV. In some cases (as in the Gladiator scene) I opted for going a bit further splitting every shading component (diffuse, specular, sss, etc.) of every individual light into a different AOV.
The model is the Digital Emily from the WikiHuman project. All the textures and maps were provided with the model, and I used them to build and tweak the skin and eyes' shaders.
Software used: Maya | Arnold | Nuke | DaVinci Resolve.
Portrait 1: Changeling
Portrait 2: Gladiator
Portrait 3: Pride & Prejudice
BUG IN THE CITY
This is my final project for a lighting and shading online course. The goal was to shade, light and composite this animated scene of a wobbly bug. The textures were obtained from different websites and used to build the shaders. The main challenges for me were to manage the large number of lights in the scene, to make sure the lighting was consistent throughout the entire shot and that there were no noticeable rendering artefacts at any point.
In order to achieve that, keeping the rendering time manageable and the compositing not insanely complex, I decided to organize the different lights into groups and render these groups as AOVs. I also opted for rendering some of the elements in separate passes. For instance, the light from some buildings needed a considerable higher specular sampling than most of the other lights in the scene. So these were rendered in an individual pass which saved me from having to increase the specular sampling for all the other lights. Finally, I also rendered the atmospheric fog in a different pass in order to get a better control over which lights would contribute to it and how it would be merged with the rest of the image in compositing.
Software used: Maya | Arnold | Nuke | DaVinci Resolve
That's all for now folks!
Thanks for viewing my work. It is quite thrilling to take part in such an amazing award.
Best wishes,
William
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