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February 16, 2009
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ET_Aus_Outback by jermilex ET_Aus_Outback by jermilex
This is a for a prerendered isometric online game. The image on the left shows my initial loose concept design (removed per client request...sorry), and the image on the right shows the final 3D modeled, shaded and lit set (created in Autodesk Maya 8.5, rendered with MentalRay). For this project my good friend Brett has been helping me with the 3D modeling so I could focus on the concept designs and on the final shading/lighting. Check out Brett's excellent work for this location here... Outback

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:iconalliaxandromeda:
alliaxandromeda Featured By Owner Mar 6, 2012  Student Filmographer
I have to admit, the signpost in the foreground really reminds me of some of the scenery found in Team Fortress 2
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:iconjermilex:
jermilex Featured By Owner Mar 7, 2012  Professional Filmographer
really? interesting
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:iconwesty3d:
Westy3D Featured By Owner Mar 13, 2011  Student Digital Artist
really good! :D
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:iconjermilex:
jermilex Featured By Owner Mar 14, 2011  Professional Filmographer
thank you!
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:iconirichimaru:
Irichimaru Featured By Owner Jun 15, 2009
wow u been busy do u use the same concept for lighting as you did in the master classes dvd for gnomon?
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:iconjermilex:
jermilex Featured By Owner Jun 15, 2009  Professional Filmographer
yes, the lighting fallows the same principles as in the master class
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:iconirichimaru:
Irichimaru Featured By Owner Jun 16, 2009
thats cool... but based on what i learned from you you must have had a bunch of bounce lights where ever the light hit the floor... thats outrageous... great job!
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:iconjermilex:
jermilex Featured By Owner Jun 16, 2009  Professional Filmographer
yes... but not so bad. In an exterior setup like these the bounce light can be simplified
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:iconirichimaru:
Irichimaru Featured By Owner Jun 16, 2009
Like how? if you don't mind me asking...
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:iconjermilex:
jermilex Featured By Owner Jun 16, 2009  Professional Filmographer
Well, interior light is usually exposed (photographically speaking) lower than exterior settings, and so interiors tend to have the bounced light be more prominent. So, with sunny exteriors there does not need to be quite so many direct bounce sources. It all depends on the particular scene. It's very hard to describe in this format. I am working on a new Gnomon Workshop DVD that I hope to complete by the end of the year all about cinematic lighting (similar to the masterclass I did for them back in Decemeber 2008) and it will cover interiors, exteriors, and fully animated character shots. It should cover most of the topics you're asking about.
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