Week 3 - Lighting
1/21/2025
Feedback / Notes
Mentors:
- Emphasis on heels > person; show more shots with heels
- Use variety of camera movements to show the red bottoms
- On shot 2, differentiate before / after effects like using saturation (dull red to iconic red)
- How the stair shot will be executed?
- Think about live shoot + CG replacement of heels vs CG animated character
We were also joined by a special quest Yong Duk Jhun on Thursday. He gave us a few feedback in terms of the composition of shots and the storytelling. On the stage shot, he advised us to try camera straight on on the heels, and the camera boom up from the heels to head (over the shoulder shot) to show what she will be looking.
Changes in Responsibilities:
There's been some changed made in our project. For the storyboard, the professors advised us to take out the street environments, and by doing this, the story became more clear and easier to follow.
Adjusting to the changes, our team decided to re-divide the responsibilities. For the look dev and the lighting specifically, Julian will be responsible for the red carpet scenes, and I will be responsible for the stage scenes and the production scene at the end. Julian will also take over the heels look dev.
Initial Camera (shot 5 - 8) in Maya:
Animation by Jingxing, Heel Look Dev by Julian
Render Test (shot 6):
Rendered in Maya, Heel Look Dev by Julian
Rendered in Unreal
This is the render test for Maya (left image) and Unreal (right image). I was responsible for the lighting and the look dev for the stage environment as well as the camera composition. All full CG shots will be rendered through Maya, but I rendered them together to see if they match in lighting and shading.
space
Below are the shader quilt I rendered in Maya and Unreal
Rendered in Maya
Rendered in Unreal
The first row is in order of the stage floor, red plaster wall, black plaster wall, and gold. The second row is the velvet red curtain, thin curtain, chair cloth, and chair wood. Although the renders from two software doesn't match yet, I will be using this as the reference in order to close the gab between them.
Renders (shot 5 - 7):
Rendered in Maya
Rendered in Maya