This week, with Dom’s help, we finally finished tracking the footage. Diana’s tracking was the most reliable one, her tracking came out pretty good.
We then extracted the information in 3DE and exported to Maya. When opening in maya the scene shows just the tracking points, so there’s the need to build planes that represent the floor and the walls. We also positioned some geo for reference and 5 aiAreaLights that would represent the real lights we had in the scene.


Christos also provided us an image that we used as a HDRI to light up using the SkyDome.
Then, I started to position the assets in the correct place. Made two different versions, and Diana and Jane chose the first one.
For the texture, when we downloaded the statues, it already came in with the diffuse, I just had to add a aiNoise in the roughness to create a procedural texture, and also add a bump map I downloaded from 3dtextures.com. For one of the frames Jane downloaded an asset that also came in with the texture.

Diana had come up with an idea of having fire simulation happening inside a glass recipient. So I modelled the glass recipient and also a base that it could stand on. For the textures, the marble base I downloaded JPG images from textures.com and linked then in roighness, bump map, and diffuse, The glass I just played in maya with the transmission in arnold standart surface, and for the metallic part I downloaded some JGP’s aswell.

For the classic statue, as mentioned before, we wanted to add a neon look to it, so I started to model some tests. We all agreed it’s looking a bit childish, and we made some adjustments to what we are looking for. I also think the texture for the statue is too dark, so I’m looking forward to changing that.

Whilst I was setting the scene up, Diana was creating the fire.

And Jane was cleaning the scene and grading it.

