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Final Major Projects and Theis FMP

Week 11: Poster/Postcards Completion + Forest Scene Lighting Fixes

In this last week of the term, I have concentrated on finishing the rest of the work left from this unit.

  1. Based on the request of the show, I have first completed the A1 poster for my project ‘Pocket Fantasy’, and selected 4 render images from the sequence for A6-sized postcards. And below are my finished pieces handed in.

Here is a quick video showing the process of making the poster, and my correction of the wrong spelling of the title, luckily in the last minutes.

2. Due to I have made most of my adjustments to character animation, and there is no problem with their render setup. I have followed Ting’s instructions to work on the lighting of my scenes and see what’s going to happen.

To be inspired by the light design, I have checked these videos below:

These 2 tutorials both outline the principles of 3-point lighting, which I use most in my work. In this tutorial, Nolan has used the lighting facility for film to exhibit the example.

  • Key light is always opposite to the fill light.
  • Fill light adds a feel to the shadow and makes it not so dark.
  • Fill light can’t be as bright as the key light; its intensity is adjusted by distance.
  • The backlight (rim light) creates separation from the background for my subject.
  • The direction of the backlight can be indicated/motivated by a prop in the background.

Similarly, this tutorial below introduces the principles of these three lights.

  • The key light is placed on the side of the camera at a 20 to 45 degree angle.
  • The fill light is normally 50% of the key light.
  • The backlight is to highlight the contour of the subject.
  • We can also light up the background to bring colours to it.

In this tutorial below, its logic is more approachable to 3D animation:

  • The lecturer has introduced the importance of planning the lighting set-up to form the environment of the scene.
  • He has mentioned that each character can have their individual layer of lighting, which helps them to stand protruding in the scene.
  • The lighting breakdown/ context sheet helps to clarify directions of the light, location, and fixed colours for different times. They also help us to check the coherence.

Here is my lighting breakdown for each shot while I was working on it:

(However, for the final result, things will need to be checked in my film)

To make each character protrude, I have used lighting channels to separate their individual fill & rim lights.

I have added their lighting to the animation sequence to animate their positions when characters are turning or moving their bodies.

Whereas their fill light is always opposite to the directional light in the level, and the rim light is always bringing a contour to the character in the frame.

I also did a comparison with the render version without lighting to the version with lighting this week:

After adding the 3-point light, I think overall the Lookdev is becoming much softer and more matching to the romantic theme. Therefore, in the future project, I will also remember to adjust them just to create a more atmospheric scene.

Here is my final rendered version with lighting from this week:

Next week, I will be concentrating on handing in the work and finishing all my blogs.

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