

Underwater

Senior Lighting Artist
On the FX-heavy and visually demanding film Underwater, I worked as a Lighting Artist using Katana, Renderman and Nuke, focusing on the integration of complex full 3D shots. Several of my shots were considered key shots, helping to establish the mood and lighting setups for entire sequences. I developed advanced light rigs tailored to these shots, creating a strong foundation for both FX integration and overall scene continuity. My responsibilities included accurate plate matching, render optimization, and the delivery of lighting slap comps with advanced layering for preliminary look and validation.



Breakdown
Exterior maintenance structure
Adjusted platform's light rig to match the plate.
Adjusted suit front lights and wrist lamp.
Animated lights to match the plate.
Rendering marine snow, algae and dirt sand FXs.
Render Optimization.
Slap comp.


Lost gun
Stablishing shot for sand FX: sand, grip (pts) and Dust (vol).
Full CG.
Adjusted and animated light rig.
Render Optimization.
Slap comp.



Deep sea walking
Full Cg shot.
Adjusted suit front lights.
Helmet refraction.
FXs rendering, around 32 different sand particles of caches to choose from per shot.
Rendering grip.
Rendering volumes for Dust.
Adjusting Dome.
Render Optimization.
Long time render.
Slap comp.​


Capsule
Sequence setup:
Sequence main Light Rig.
Rendering CG suit.
Rendering Broken visor, scratches and dropes.​
Render Optimization.
Slap comp.




Helmets
Rendering helmets with refraction adn antenas matching plate.
Render Optimization.
Slap comp.



