JYNX & ROOSTER (CLOSED)

JYNX & ROOSTER are built into an animation and UE is not great at still-frame capture when it's a timeline sequence - character assets, poses and lighting don't trigger until the sequence starts, so did the best I could with the WIP shots. Captured as much as possible.
Used a Split Screen trigger within the Camera, so we see two shots within the frame, unedited in Post.

Short video of just JYNX' animation work, created in iClone:
Used a Split Screen trigger within the Camera, so we see two shots within the frame, unedited in Post.

Short video of just JYNX' animation work, created in iClone:
! REPORT
Lighting goals and intention was to emulate a realistic lighting profile that could come close to passing off a 3D scene with 3D humanoids as a realistic cinematic still, while maintaining a deep space, dark lo-fi texture.
Took a page out of Dogme 95 film movement, where Special lighting is not acceptable; all the lights in the scene are meant to be natural and not manipulated;
ie, inner helmet lights, interior spaceship and distant planets.
No key lights, no back lights, no fill lights, however those roles may be filled by the naturally occurring lights in the scene.
Took a page out of Dogme 95 film movement, where Special lighting is not acceptable; all the lights in the scene are meant to be natural and not manipulated;
ie, inner helmet lights, interior spaceship and distant planets.
No key lights, no back lights, no fill lights, however those roles may be filled by the naturally occurring lights in the scene.
! REPORT