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CAMERA, ENVIRONMENT & LIGHTING

When I saw the art-direction reference with the location scale and heard the director's idea - I understood that this is gonna be a hard project. The production time was much shorter than usual, but the holidays must be saved. And btw, I worked with something similar already.
 

Worked hard with the camera, environment, lighting, and rendering for that establishing shot. Many thanks for the trust, and feedback that my teammates did! Below you can find the WIP steps from the developing process that I did on that project. Hope you will find all this stuff interesting!

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​EASY EASY X AXES

To be able to render this shot, the full area was created in low resolution, then I worked separately with each sector, manually adding details in each area depending on the camera view. Below you can see the general process with the mesh generation tree of one of those sectors.

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Yep, it's a bit messy, but it works! When the mesh was ready I started to fill the location with various trees from our in-house library, they were scattered on different procedural masks that were also used in shading. For the look dev task, I usually use the special look dev scene that we created with our talented tech artist team.

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Separately I also worked with the landscape shader and lighting. There were 3 different surfaces, such as snow, rocks, and ice. Below you can see the Work-In-Progress step from the shader RND.

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I also worked with the particle path that our comp department ad in the end. And that's it. I did a small part of a huge project, but in the end, we've got a complex, cute, and kind Christmas story. Hope you like it too, and thanks for your time!

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