Immortality
Lighting, Compositing, Texturing
This series was look-developed in Autodesk Maya, utilising the skull asset from Billelis; avalible here. All other aspects of the piece, including additional modelling, all texturing aspects, lighting and compositing were done by Georgia. The goal behind this study was to explore lighting for ‘shot-specific’ renders. Each shot has its own unique lighting and layout set-up.