11/3/2023
- rileydnns13
- Nov 3, 2023
- 2 min read

With the coming and going of the Production Pass last week, the BSG team have made some overhauls to the pipeline steps for shot production. Our group was one of those that were criticized for not having all of their shots in 3D, and since the story has been refined and polished for so long, there wasn't a lot else to fault our animatic on. Logan, as the orchestrator for our Unreal Engine setup, took it personally and reformatted our schedule to get every scene in 3D by the next Production Pass on the 17th. The team agreed that the most important scene t get right was the bathroom set, so we have moved on to doing layout and lighting for that.
Pictured above is the lighting for the bathroom in "emergency mode" when the main character pulls the switch next to the door and activates the plasma cannon, with the lighting designed by yours truly and rendered in Unreal. I was excited to learn the different lighting functionalities that Unreal provides, even if the layering system Logan set up is a bit complicated to jump into. The yellow trim light across the top was leftover from the standard lighting, but I felt it was a great opportunity to make some nice contrast with rim-lighting on our main character. Obviously, it's not complete, but it certainly gets the idea across!
Going forward, we will be placing great emphasis on how we light our scenes, including our standard lighting setups and any dramatic changes. We have already split up the major lighting beats in the bathroom scenes for our team to render out, and once we have semi-completed scenes for the abduction bay and operating room, we will be doing the same for them next. In the meantime, I'll be working with the team to make sure our ideas are cohesive between shots and possibly working on animation stuff too! We'll be working tirelessly to make sure we kill it at the test screening at the end of the semester!
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