Assignment #2

For this assignment I set up my three point lighting with directional spotlight, two omnis, and one last spotlight. I started with the directional spotlight to the right, of where the camera was set up, to get the shadow on the other side and the contours of the base. Second, I used an omni in the top of the bowl, and followed it by setting another one in the inside of the base if the fountain. And lastly, I put the last spotlight to the the left of where the camera was set up.

I used low intensity for most of lights, I was going for those fountains that have the lights in the bottom to help it look like the water is cleaner than what it really is. With the exception of mine having water of course. I also used two different colors a light blueish grey, and a light blue.

Kody Sokalski

Case Study #2

Question#1:  What was the most impressive or surprising thing you saw in their design process and why?

To me, seeing how they designed Azmodan’s profile and “story points”. There were seemingly endless iterations of that they thought Azmodan should represent. I would like t focus on the subject of his close up scenes. They discussed the many elements that were added and/or subtracted from his composition and how they ultimately formed the Lord of Sin, the Prime-evil. When they detail the layers of effects the considered/executed on his face close-ups I was astounded at the level of detail and the care for their “realism”. The experimentation with lave drool and in incorporation of the heat distortion are what really inspired me to discuss this point.

Question#2:  As an artist, what would be something that you can take from this video and add it to your design process and why ?

I am a creative person, yet I tend to allow myself to become attached to a piece of work. I have improved greatly but still need improvement. This leads me to the theory of iteration. I do practice iteration, however it is small. I see my iterations tend to be too similar or too different. I guess it is something learned with experience. The examples they gave were probably the minority, however they were definitely quality examples of acceptable iteration. This inspires me to improve my theory of iteration so that I may be able to broaden my capabilities with creating unique content.

Question#3:  What was something that you didn’t understand or don’t think would help you in your ways as an artist and why?  Make an example.

I found that everything encompassed in the panel is helpful. Even if you choose not to implement the exact practices, it is always smart to at least keep them in mind or at least borrow the thought processes and theories encompassed in the technique.

Assignment #2

I chose an attempt at a night  theme. I also wanted to make it seem like it was a piece out of splinter cell where there is almost a “shadow” over everything, while spot lighting tends to define and throw your focus.

 

As far as the lights used the “scene” is relatively simple with a white key light represented by an omni. I then wanted to Help define the object that was unseen due to the darkness of the shadows, so I decided to add a slightly red tinted omni light as a fill for the shadows of the scene. I then wanted to highlight the fountain uniquely. This was achieved by adding the rim light just on the other side of the pillar, yet still in the water basin.

 

 

Assignment #2: 3-point lighting

 

 

 

IN this assignment, we used a fountain as the center piece. A three point lighting arrangement was the intended layout. I chose a target spot light for my  key light, an omni light for my fill, and free directional light for the rim. The beginning idea was intended for an army/war feel, so I went with a worn green for the color scheme, and added a plane underneath with a broken cement/cobblestone effect.

The omni light really helped do its purpose by filling in the darker shadows, while still applying an extra coat of green to the already established lighter areas. The biggest problem I ran into was with the rim light. I wanted the edge to have that slight bright light curvature to the edge, which seemed to become a bit nuance with this particular piece. Eventually I got my vision to come forth, and I feel accomplished with the final scene.

 

 

Case Study #2: If it’s good for Blizzard… It’s good for me!

IN this case study, we had to watch the “Making of The Black Soulstone Cinematic Panel” at Blizzcon 2011. I’ve seen the video before, yet still took some extra tidbits from the video.

 

Question#1:  What was the most impressive or surprising thing you saw in their design process and why?

 

The most impressive thing I saw in the video, was just the way they went about showing light in so many different situations. They used light in a ton of different ways, and even took real world objects and materials to see how light reacted to the material in real life lighting situations. The balls wrapped in different cloths was extremely clever, and really gave an idea how light bounced off and reflected off the surface of each material, be it wood, leather, or any another of the numerous materials used in the experiment.

 

Question#2:  As an artist, what would be something that you can take from this video and add it to your design process and why ?

 

The most essential thing I can, and must take from this video, is iteration. Just doing something once, and being done with it is not enough. No matter how good you may think the end result looks, without extra time put into it, it will never reach it’s full potential. The numerous times that Blizzard re-iterated ideas, even when in my opinion characters and environments looked really polished, they took it a step further. Whether it was the lighting, shader, or the camera angle. Things were changed, and adjusted to better suit the idea and mood that they were trying to accomplish.

 

Question#3:  What was something that you didn’t understand or don’t think would help you in your ways as an artist and why?  Make an example.

 

I don’t understand rigging at all, although I’ll admit I haven’t taken any time to learn about it on my own time, at least not yet. Also I wanted them to go a little more in depth about the particle effects, which really made the crumbling way scene come together. The indulged a bit into the larger chunks, but didn’t explain the process behind the smaller and thousands of small set pieces. Wish that was something they delved a little deeper into.

 

Overall the whole video is incredible interesting and inspiring.

 

Case Study#2: If its good for Blizzard…..it’s good for me!

Question#1:  What was the most impressive or surprising thing you saw in their design process and why?

I would have to say i absolutely loved the storyboard and color board. I just recently took story boarding and story telling so i have a better understanding of it now and seeing how there was done and they didnt exactly draw her in great detail but i still had a really good sense of motion and how the character was feeling just basically from her body gestures and the angle drew it. Also the color board was just amazing you get a whole other feel just from seeing the colors of the scene like its telling you how you should feel and hoe the character felt or might feel.

Question#2:  As an artist, what would be something that you can take from this video and add it to your design process and why ?

Defently the color boards ive always had a little trouble with getting a good feel with my colors. The models could look great but i feel i would need a great color palette to give it the feel your going for.

Question#3:  What was something that you didn’t understand or don’t think would help you in your ways as an artist and why?  Make an example.

Well there wasnt anything in the video that i didnt understand completely but i obviously have a very long way to go to be on there level i loved the whole video and i doubt there isnt any useless things in this video you can learn from everything they did and tweak and make adjustments when you find your own feel for it

Assignment#2: 3 Point Lighting

What i was going for was a night time lighting, I used a light blue key light to give hint at the moon being the source of the light and for the fill light i gave it a darker blue so the shadows would give off a little bit of blue but still be dark and the rim light i place behind it and shined it to the left side of the fountain to give it a little white edge to push it from the back ground.

Assignment #2: 3-point lighting

In this scene, I was going for a “sunset” type of lighting, and I used three lights in an attempt to execute this realistically. For my key light, I used a Target Spotlight of type Inverse Square, and gave it a soft yellow hue. I aimed it at the fountain from a fairly low angle with shadows on, to imitate the setting sun, low on the horizon. For the fill light, I wanted to give the fountain some cool evening shadows, so I set an Omni light, also Inverse Square at a dark blue to represent the darkness of the approaching nightfall. No shadows here, because the fill light is being used as a type of shadow. The rim light is very subtle in this instance, just highlighting the edge of the upper shelf/bowl area on the fountain. I used an Inverse, Directional light with a light red hue, meant to resemble the reflection of the red sky often seen between the setting sun and evening stars of the typical sunset.