Nemosyne

Nemosyne

Role

Role

CG Lead & Co-Cinematographer

Particpants of the MacInnes Studios’ Real-time Shorts Challenge were provided with a digital human and previous UE project. We were then allowed to take any assets and recyle them into a new project of our own design and story.  In Nemosyne, the only asset we didn’t create or kit-bash was Grace, the digital human herself.  All the environment / lighting / cinematic work was done on our end and proprietary to the short.

Client

Client

MacInnes Studio / Personal Project

MacInnes Studio / Personal Project

Service

Service

CGI

CGI

Sector

Sector

Personal Project

Personal Project

Year

Year

2020

2020

Approach

Nemosyne was filmed in real-time in Unreal Engine 4.25 using Virtual Production techniques that included live-operating a handheld virtual camera and lighting with raytraced light & grip in real-time. Co-DP Kevin Stewart and I were able to seamlessly translate our knowledge of live action cinematography to the engine and light as we would on a real set. Flags, bounces, special eye-lights, negative fills, big soft sources, heck even just blocking the scene in Unreal Engine made us feel like we were back on set.

Nemosyne was filmed in real-time in Unreal Engine 4.25 using Virtual Production techniques that included live-operating a handheld virtual camera and lighting with raytraced light & grip in real-time. Co-DP Kevin Stewart and I were able to seamlessly translate our knowledge of live action cinematography to the engine and light as we would on a real set. Flags, bounces, special eye-lights, negative fills, big soft sources, heck even just blocking the scene in Unreal Engine made us feel like we were back on set.

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