November/ December
After I had changed roles from Texture-er to Lighting, I had
to learn how to light a scene effectively. I incorporated what I had learnt
from collage on the photography course. Many
of the principles are the same much like a set, with main lights and highlights
etc. In addition to memory I researched professionals experience from films and
games which I found very helpful.
I found lighting was key in a number of ways, and that there
is a lot of meaning in every light within any scene. Applying this to the work
I tried to light the scene in such a way the audience would be directed to the
house in the centre of the scene. The house is the centre point of the scene,
surrounded by mystery and kept secret of by the swamp.
As the swamp is enclosed I considered the light would be
diffused through the leaves, no harsh shadows. The lights would be ambient to
illuminate the scene; allowing the audience to differentiate shapes and the space.
Fireflies would fly around the scene giving a mystical essence to it with the
soft glow hovering above roots and water.
I found lighting a very technical role with values within
the editors. How these affect different materials, as well as monitoring
potential render times. If I made the scene too complicated the render time
would not be possible to complete before the deadline. I have learnt a great
deal about the importance of light within a scene.
In addition to lighting, my role included maintenance of the scene. I had to monitor the poly count to ensure the render time would not be too high. Create the setting for the scene, creating the composition. This required a lot of problem solving, patience and technical understanding of Maya. I have learnt a lot about the technicalities of Maya, solving problems and applying them to my work.
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