Rough edit of my lighting work on Call of Duty: Infinite Warfare, done at High Moon Studios. Single Player campaign runs at 1920×1080@60fps on PS4/XBO. Footage captured on a low end PC
I was responsible for lighting on the Mayfair and Tesla’s Lab. Combination of baked lightmaps and dynamic lights. Included parallax cubemap and irradiance volumes. All areas include volumes for overrides of exposure, grading, and level transitions. Also various cinematic lighting.
This is a simple tool for MentalRay Render Proxies that I added some features to:
- custom output path
- inherit shaders
- maintains set memberships
- swap between original and proxy
Any object can be selected and swapped between high and low resolution. This is really useful when getting lost in a mass of bounding boxes that you dont have time to rename and create appropriate proxy cages for. The new object inherits attributes as well as materials and set associations. This way objectSets for pipeline use don’t get broken.
Almost exactly a year after publishing my MEL linear workflow tool, the Python version is ready. I am sad that 1 year later there is still a need for this tool (in Maya), but until Autodesk properly handles color management it makes life as a lighter much easier. With new Pre/Post-Render scripts it allows working in Maya in a WYSIWYG manner, hardware/viewports and color swatches provide reasonable previews without hindrance.
***update*** I’ve finally made this available for download:
Download wLinearWorkflow here Contains 1 directory (the python module) with readme, license, python code, and icons)