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​Wall Mount

Modeling

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​Sink

Seeing as this was a focal point of the scene and cast the most dramatic shadows, I knew it would be important to get the closest dimensions possible and overall shape for lighting.

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Waiting Chairs

My aim for this model was to get the seat to read correctly.

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Frames

While the models were quite simple, I made an effort to add variation to the frames and be thoughtful of my the edge loops to make sure the frame would be able to catch the light and show highlights later down the road. 

NURBS came in handy for the wires! For this asset, my focus was to 'set dress' the razors by having their positions vary and not look static.

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Wall Mount

It was interesting learning how to use nCloths, unfortunately, due to time constraints with lighting passes, I wasn't able to make as many iterations of the towels as I wanted. 

Towels

 

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Lighting

Before going into the scene, I looked at shots from the movie that would tell me more about the lights that were used to illuminate both, the inside and outside, of the scene. I also studied lighting keys for the barbershop scene to breakdown the major lights sources in th scene. 
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After identifying the different light sources in the scene, trying to understand their placement and purpose, I broke them down to environment, fill, rim and key lights. My next step after this was finding an HDRI that would be able to give me the warm white light pouring into the shop and testing it out in-scene. ​​​​​
 
 
 
Below I have attached my lighting passes and specified my focus at each pass.
Light Passes
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Master Lighting

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Light Exposure

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Balance of Cool &Warm Lights

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Establishing Indoor Lighting

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Shadow Placement

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Barbershop.png

Volumetric Lighting

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Disclaimer: Some passes might look very distinct from one to the next; this is because files were unfortunately lost and overwritten on the pipeline and it resulted in hours of lighting changes being lost. 
Despite my best efforts, due to the loss of work, the lighting process delayed the time I had planned for compositing. As a result, I strived to do my best at achieving the colors I was looking for within Maya and leaving only the details for Nuke.
 
 
 
For additional FX, I built volumetric lighting inside Maya and godRays along with dust particles within Nuke. Unfortunately, due to time constraints, I was not able to place them into our scene before the deadline but plan to for final renders. Below is the current look of our scene with steam VFX. 

Despite the challenges we faced, I am pleased with my team's efforts to make this scene look its best and grateful for working with such hardworking individuals.  

©2021 by Andrea Ballesteros. Proudly created with Wix.com

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