This was such a fun project to work on. I was so excited to work with some of my favorite DC super heroes, and of course the RWBY characters that I worked with for so long. I was responsible for character lighting and compositing in these shots. Environments were pre-lit by the Look-Dev department, and I rendered environments and characters for the shots I was assigned. Environments and utility passes were rendered out of Maya using Redshift Renderer. I lit characters and props and rendered them out of 3DS max using Pencil+ 4. Crowds, 3D FX, and 2D FX were provided by the Crowds and FX teams respectively. I composited my shots using Nuke.
I didn't have anything to light in this shot because it was a matte painting. I was tasked with animating the waterfalls in comp. and at a quick enough glance, I think it's pretty successful. Comped in Nuke.
I love doing gags like this. Ozpin wasn't even in this shot, so I stole his render from a neighboring shot. I used the alpha to create his shadow, and drew some shapes to use as the elevator doors. All this was done in comp using Nuke.
The hexagon tile door was supposed to disappear after glitching. I made a matte with a bunch of hexagons, and animated them disappearing at different rates so that I could have the door open from the center out in a hex pattern.
The ring was not included in the original animation. Luckily it existed in the alembic cache. I brought the geo into Nuke, and created the green wireframe we see in the shot.
I'll admit that my character lighting isn't particularly exciting in this shot, but I got a chance to play around with the environment in comp. Using Nuke I added some warp effects and chromatic aberration in comp to help spice up this shot.