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) | ||
+ | |||
== 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
- 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
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.
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.