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Rumble In The Ruins & Gold Rush

Rumble in the Ruins: I did the character modeling, textures, and look development in Arnold, and then another artist switched it into Redshift's shader system. I re-topologized and modeled the chaarcters based off of the game models. Then, I brought the textures into substance painter and matched them into ACES-CG, to make sure they rendered in the correct colorspace across the project through different render engines and softwares. It was amazing to take a character from start to finish this way!
 

Gold Rush: I was then responsible for the lighting, and this was my first time using Redshift! I used mostly directional and area lights for this sunset action fight. There was a small amount of light linking to make sure that the coin looked good, as it was depending on a reflective aov pass. My focus was to make sure the lil fella was never lost in the vastness of the scenes. I was responsible for lighting 20+ shots in 3 weeks!

My first time Lighting almost an entire animated short! I had some help with some wonderful Senior and CG Leads who held my hand in the beginning and let me fly just a few days in. This was also my first time using Redshift.

For this project, I had a lot of fun using HDRI's and directional lights to capture the feeling of a sunset. I also had some animated FX lights interacting and following character animation in these scenes.

Since most of our characters are cool colored, I used warm lights, from 3500K-4500K to make sure they didn't appear too orange/golden hour-esque, but at least had a faint warmth to them. For certain shots, I used a cooler rim light, because our hero character, Ghimmighoul, is so tiny, I wanted to make sure he wasn't too lost in the action!

The hardest part was lighting that coin... It was ALL specular, so it was honestly one of the only things I had to do Light-linking towards in the final shots, so it didn't appear too dirty OR too bright.

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