Re Nova: A short film about repairability in a Steam-/Solarpunk world.
Lighting and composition were tasks I was responsible for, next to project management and animation. We used Blender's render engine Eevee for this project, which was nice to work with (instant feedback) for the most part, but gave us some issues when it came to the rather difficult lighting situation. Evening sun streaming into a space with a lot of small objects.
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We also had an issue where none of our PCs had enough VRAM to render any scene with texture resolutions larger than 1K, but luckily, our university came in clutch: We were allowed to use a beast of a machine that could deliver us the final frames with 4K textures in just a few seconds of render time each.
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Some shots were animated and, therefore, also composited (as in creating the composition) by Nina Risch (the ones marked "Lighting only").
Carolin Brückner was responsible for most of the animatic, so a few compositions were driven by her vision. Since the animatic's environment was pretty simplistic, though, most shots only used the animatic as a starting point and often evolved drastically from there.
The lighting was all me.
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Some more credits regarding the rest of the project:
The environment design was done by Carolin Brückner, the character model was concepted and modelled by Nina Risch and most of the hero assets were modelled by Anja Greinecker. The phone was modelled by Luise Kain (@lightlost on Artstation). Leo Sametinger and Jess Neuburger got tasked to do the music and sound design of the film.
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Watch it here: https://youtu.be/dJUf6sIbqH4