troygbiv

A few words about me

Motivated CG artist with particular focus on Lighting, Materials, Texturing, Hard Surface Modeling and UV work. Direct experience with Mental Ray host application rendering and render diagnostics as well as texturing/post composite work using Nuke and Photoshop. Below are a few of my skills and a few links to get in contact with me.

-Skills-

90Autodesk Maya
90Mental Ray
70VRay
65Pixelogic zBrush
55Foundry Nuke
45Body Paint 3D
95Adobe Photoshop
95Windows
75Mac
50Linux

Say HELLO

  • G Mail

    troy.m.williams@gmail.com

  • Call Me

    +1 515.974.9425

A+ R A-
23 Jun

La Bombarde Featured

Rate this item
(0 votes)

Final article in my three part graduate series, this particular feature will focus on my third graduate piece the French Cafe.

 

(You can visit my Graduate image gallery by clicking the menu link or the link supplied in this article.)

 

The idea was to emulate daylight conditions and then simulate night time conditions inside the composition as there was no direct reference to utilize for the shot representing night lighting. Most reference was sampled from various other images that depicted a potential night scenario similar to the current environment. The scene geometry is actually extremely simplistic, but was complex enough to supply the necessary forms to capture contour detail and highlights.

 

Graduate Gallery

 

 

The biggest challenge here was to visually stimulate a mood or a sort of thought of having been at that location. The daytime scene was rather cut and dry, emulating reality through a lens with physically accurate materials and proper settings via Mental Ray proved rather straight forward.

 

The night time render proved to be rather fun than aggravating. The lamps were utilized to great effect in order to achieve the look. Taking into account off camera light and other interactions one would expect from a realistic situation I began to fill space off screen with streetlamps so they would emit back into the camera lens.

 

In order to light the scene accurately I utilized baked Final Gather and Global Illumination maps to control the lighting. This was done on a duplicate version of the original geometry with a basic form of the current shaders as a test bed for lighting color, quality and control. Once all the proper settings had been tested and were certified good for the scene I reverted back to the original shaded environment and baked out all necessary maps.

 

Even though the final render felt nice it was missing some post process work I felt would really make the night render stand out. I decided to take it into Nuke and add some simple processing based on luminance values mostly in order to get a foggy haze kind of appeal. As well, I decided to give the lamps some additional lens processing to make the environment feel moody and humid.

 

At the end of the project it had become a race to recreate the night scene before the deadline. In retrospect there are several things I would have changed about the way I approached this work. But, it was ultimately worth the effort.

 

Model Credit : Joel Durham

Last modified on Friday, 24 June 2011 00:10
Troy Williams

Troy Williams

Troy Williams graduated from Full Sail University October 2009 with a Bachelors Degree in Computer Animation and a focus on 'Shading and Lighting'.

Website: www.troygbiv.vom

Related Articles

  • Red Faction: Armageddon
    Written by Troy Williams
    Red Faction: Armageddon Red Faction Armageddon. Video game cinematic sequence work.   I am extremely proud of this project. Not only was it my second project out in the professional realm…
    Written on Thursday, 23 June 2011 17:45
  • New Website Design!
    Written by Troy Williams
    New Website Design! Welcome to the new improved website for your favorite friend, colleague and confidant, Troy Williams! This feat was achieved in no small part from the criticism and technical…
    Written on Wednesday, 22 June 2011 17:51
  • Thor: God of Thunder
    Written by Troy Williams
    Thor: God of Thunder Thor: God of Thunder pre-rendered trailer for the video game, one of the most challenging pieces we had to work on at Pendulum. On top of doing certain…
    Written on Thursday, 23 June 2011 20:06
  • Female Character Bust
    Written by Troy Williams
    Female Character Bust A continuation of my previous article, this particular feature will focus on my second graduate piece the Character Bust.   (You can visit my Graduate image gallery by…
    Written on Thursday, 23 June 2011 14:35
  • Animation Retrospective
    Written by Troy Williams
    Animation Retrospective Animation lighting, as we all know doing lighting is much more complex when there are objects in motion rather than static as my graduate specific pieces were. So…
    Written on Thursday, 23 June 2011 16:24