Wednesday 28 April 2010

I have been continuing to work on Polished Off these past few weeks, but not to the same degree as term 1 and 2. My main responsibility this term for Polished Off, has been to create a light set up for the entire hospital room. Being only one environment, it was even more important that I get the lighting correct, as it would be seen in a mulititude of shots throughout the film. Ideally, this should have been done during term 2, but we had no completed scene file of the room, and there was still a way to go until textures were finalised and the rigs of the characters were completed and scaled correctly in proportion to the environment.

Dan Edgley had put together a scene file with all objects imported. I recreated the the floor and wall tiles - giving them more definition, as well as adding details such as pipework on the walls.

Light setup:


I cannot justify having such an immense number of lights (18 in total) yet this doesn't affect render time drastically, as we will not be rendering using Global Illumination or have every light casting shadows. This is probably not the correct workflow, yet it has given the right results.

Initial render


Update



Final


In order to achieve the 'soft' look which Dan Edgley was aiming for, it was necessary to increase the number of lights which cast shadows, and also alter attributes on textures (such as diffuse, specular etc.) and the textures themselves. I should also add that I textured most of the environment (apart from the props) as shown below:


The light set up will apply to many shots in Polished Off, and Simon Harvey will be responsible for making tweaks with the lighting for each individual shot.

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