Zandria Ross | Lighting Artist
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Getting Carried Away...

11/3/2018

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I've been having a lot of fun on this project. Pre-vis boxes turned into to models. Those models gain shaders and some of those shaders began to form for the final. Honestly, I'm really excited to finish.

Somethings I Changed

I was originally going to use the photogrammetry scans as an aid for the scene scale. It helped a little, but it was impossible to match the camera angle. I ended up using a box and matching the angle with the building that says "ALTE HOFAPOTHEKE." The photo that I am using in the slide above is not the image that I used to match the camera. Because of this, I realize that there is a little bit of camera shake, or rather film shake in the footage. I might bring the clip into Nuke and track the camera, but it's not a high priority at the moment.

Lighting

All the lighting is setup, but not perfect. I'm fairly happy  with the lighting on the main building. Although, I am having trouble recreating the shadow appearing to stretch as the man walks across. I placed a simple point light the interior walkway. I think the lighting the look better once I model a lamp to cover it. Maybe it will help diffuse the light if I put the right shader around it. The lighting that's on the other two buildings are very much temporary. I'll fix these more when I model out the building more.

Shader

I'm not going to lie, but I really fell in love with the ground shader even though it doesn't match the reference. My shader gives the ground a more cobblestone fill to it, but in the reference, the ground much more smooth. To get the cobblestone effect, I used a noise as a bump map and a noise in the specular. However, the reflectivity is nearly identical. I am able to tell based on the legibility on of text's reflection.
Picture
The shader that is on the main building isn't that extravagant. I'm only using a noise and plugging that into the base color. This effect is working, but I wish there was a way in Maya to blur the map. I searched online for way, but the only way around it is to export the noise as a texture map, bring into photoshop and apply a blur that way. I'll consider this method once I get a little further.
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