URCHN Arkipelago Difference between revisions of "Lighting brainstorm"

Difference between revisions of "Lighting brainstorm"

From URCHN Arkipelago
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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)
 +
 
== Textures ==
 
== Textures ==
 
=== Goals ===
 
=== Goals ===

Revision as of 17:35, 20 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

  1. Figure out needs for renderer specifics.
  2. Tune materials on major assets (gilgamesh) perhaps for specific shots.
  3. Create a spreadsheet for shading for assets that we can fill out (or use Helga)

Textures

Goals

  1. Directory structure for storing SVN textures
  2. Same but for possible out of tree image sequences
  3. Clean out missing texture references from the project
  4. Clear out unused and unsuitable textures from our tree
  5. Get source images for use in textures in tree? or at least available.
  6. Categorize what we have and need
  7. Workflow for texture artists.
  8. call for Graphic designers.

Lighting

Goals

  1. Nail down lighting workflow for tube
  2. develop or at least specify tools/addons for untechnical lighters to work on shots.
  3. Establish rhythm of feedback via helga/irc/etc.
  4. Moodboard for lighting reference. Some already exist, but they need to be gathered into one place.
  5. Make all major decisions (for instance which renderer to use)
  6. Some work on optimization or at least an optimization roadmap.
  7. Perhaps light groups or other reusable assets.
  8. Lighting docs for everything we decide.