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Making of Where's She Looking by Joseph S. Langmuir, USA Web: www.jlangmuir.com

she looking

Workflow - As a quick summary of the project, my work flow consists seven programs/plug-ins; Maya, Mental Ray, Poser, Photoshop, Bodypaint and Shave and Haircut. My base mesh was created in Poser and exported into Maya as an .obj for additional sculpting changes. Photoshop was my primary program for textures, with the use of Bodypaint for additional detailing and painting out seams and stretch marks. The Shave and a Haircut plug-in was used for creating the hair and Mental Ray was used for the shading, lighting and rendering. The multi-pass images were then composited in After Effects, and lastly Photoshop was used for a final touch-up. For a more detailed description, I’ll pick up from the Maya stage.
workflow
Scene Layout - One effect that I am looking was depth of field in a reflection. I wanted to accomplish this without raytracing for the reflection, because with raytracing I couldn’t figure out how to get an accurate z-depth pass. So I faked it by creating a hole in the wall and placing the would-be reflection on the opposite side. This is not physically accurate, but with the use of a high focal length and some compositing adjustments I am able to make it believable. The scene was then broken up into three render layers: Reflection, Mid-ground and Foreground.

scene layout

Lighting - Each render layer had its own lighting rig. An HDRI was used with Final gather for most of the diffuse lighting. I didn’t use Final Gather for the hair, so it had its own independent light rig.

lighting
foreground
midground

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