Difference between revisions of "Lighting brainstorm"
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== Materials == | == Materials == | ||
+ | === Goals === | ||
+ | # Figure out needs for renderer specifics. | ||
+ | # Tune materials on major assets (gilgamesh) perhaps for specific shots. | ||
+ | # Create a spreadsheet for shading for assets that we can fill out (or use Helga) | ||
+ | === Specifics === | ||
+ | # Create 'basic' set of materials based on physical properties (wood, metal, bakelite, various lights, etc.) stick it in the library for quick population of scenes. | ||
+ | # in actual models, use the basics but tweak just colors and basic settings to fit. | ||
+ | # we can use the above to start lighting. | ||
+ | # push a2s06 materials to final level | ||
+ | |||
== Textures == | == Textures == | ||
+ | === Goals === | ||
+ | # Directory structure for storing SVN textures | ||
+ | # Same but for possible out of tree image sequences | ||
+ | # Clean out missing texture references from the project | ||
+ | # Clear out unused and unsuitable textures from our tree | ||
+ | # Get source images for use in textures in tree? or at least available. | ||
+ | # Categorize what we have and need | ||
+ | # Workflow for texture artists. | ||
+ | # call for Graphic designers. | ||
+ | === Specifics === | ||
+ | # Base off the materials basics | ||
+ | # focus on a handful of shots: a2s06, and some of the shots picked for lighting. | ||
+ | # graphic design elements: concepts for specific posters/adds and signage in the identified shots. | ||
+ | # remove redundant bad textures | ||
+ | # remove missing image links | ||
+ | # clean up directory structure | ||
+ | # file sharing etc. | ||
+ | |||
== Lighting == | == Lighting == | ||
=== Goals === | === Goals === | ||
Line 13: | Line 41: | ||
# Perhaps light groups or other reusable assets. | # Perhaps light groups or other reusable assets. | ||
# Lighting docs for everything we decide. | # Lighting docs for everything we decide. | ||
+ | === Details === | ||
+ | # Update Blender for lighters to avoid SSS scenes. | ||
+ | # Identify 5 shots with Gilga: Close-up, Medium, Long, with at least a couple lighting variations (back-lit - Normal) at least in the close-up. | ||
+ | # Setup lighting for both cycles and internal in these shots | ||
+ | # Coordinate with Material editing for Skin | ||
+ | # Coordinate with Particle and Material editing for hair | ||
+ | # Finalize hair and skin lighting setups | ||
+ | # Save out Light groups in Lib for appending into other files. | ||
+ | # Save out composite trees (node groups) to speed up setup in other files. | ||
+ | # Crit sessions with identified supervisor to finalize this approach. | ||
+ | # Document where needed, script where needed for speedups. | ||
+ | # Identify and categorize type of backgrounds in shots (long, close, moving camera etc) | ||
+ | # Find a good way of slicing up geometry for the shots (Mask modifier? Boolean?) | ||
+ | # enviro- map production scene officially part of lib | ||
+ | # try to get one challenging shot (e.g. a2s06) in a preliminary stage (sans complete textures) | ||
+ | # Moodboard: Act_1, Act_2 (train interior), Act_2 (exterior), Act_2 (timelapse), Act_3 (station) Act_3 (finale escalator) |
Latest revision as of 10:34, 21 October 2012
This is a quick outline/grabbag of ideas to kick off the weeks of Oct 22/ 29. Goal is to establish a proper workflow for texturing, lighting and materials that can stick for the rest of the project.
Materials
Goals
- Figure out needs for renderer specifics.
- Tune materials on major assets (gilgamesh) perhaps for specific shots.
- Create a spreadsheet for shading for assets that we can fill out (or use Helga)
Specifics
- Create 'basic' set of materials based on physical properties (wood, metal, bakelite, various lights, etc.) stick it in the library for quick population of scenes.
- in actual models, use the basics but tweak just colors and basic settings to fit.
- we can use the above to start lighting.
- push a2s06 materials to final level
Textures
Goals
- Directory structure for storing SVN textures
- Same but for possible out of tree image sequences
- Clean out missing texture references from the project
- Clear out unused and unsuitable textures from our tree
- Get source images for use in textures in tree? or at least available.
- Categorize what we have and need
- Workflow for texture artists.
- call for Graphic designers.
Specifics
- Base off the materials basics
- focus on a handful of shots: a2s06, and some of the shots picked for lighting.
- graphic design elements: concepts for specific posters/adds and signage in the identified shots.
- remove redundant bad textures
- remove missing image links
- clean up directory structure
- file sharing etc.
Lighting
Goals
- Nail down lighting workflow for tube
- develop or at least specify tools/addons for untechnical lighters to work on shots.
- Establish rhythm of feedback via helga/irc/etc.
- Moodboard for lighting reference. Some already exist, but they need to be gathered into one place.
- Make all major decisions (for instance which renderer to use)
- Some work on optimization or at least an optimization roadmap.
- Perhaps light groups or other reusable assets.
- Lighting docs for everything we decide.
Details
- Update Blender for lighters to avoid SSS scenes.
- Identify 5 shots with Gilga: Close-up, Medium, Long, with at least a couple lighting variations (back-lit - Normal) at least in the close-up.
- Setup lighting for both cycles and internal in these shots
- Coordinate with Material editing for Skin
- Coordinate with Particle and Material editing for hair
- Finalize hair and skin lighting setups
- Save out Light groups in Lib for appending into other files.
- Save out composite trees (node groups) to speed up setup in other files.
- Crit sessions with identified supervisor to finalize this approach.
- Document where needed, script where needed for speedups.
- Identify and categorize type of backgrounds in shots (long, close, moving camera etc)
- Find a good way of slicing up geometry for the shots (Mask modifier? Boolean?)
- enviro- map production scene officially part of lib
- try to get one challenging shot (e.g. a2s06) in a preliminary stage (sans complete textures)
- Moodboard: Act_1, Act_2 (train interior), Act_2 (exterior), Act_2 (timelapse), Act_3 (station) Act_3 (finale escalator)