Wednesday, December 10, 2008

Referencing

Every idea has a point of reference. My ideas for each lighting scenario could originate from any experience, whether it was something I saw in reality with my own eyes, a photograph in a magazine, a shot from a movie, or a moment in a video game. In each visual experience, there was something unique or special that consciously caught my attention because of its beauty, and subconsciously made me feel a certain way.

After figuring out what caveat or emotion was capturing me, I would search for additionally references to help develop the foundation for each specific scenario. Taking my own photographs, trying to become more aware of my surroundings, and continuing to look at moving and still images on the screen were all part of the process. For example, knowing that I wanted to light an interior scene at night, I began to look in my own apartment for the colors created by moonlight, the hardness or softness of shadows, and the glows and/or light rays that would come in through my windows. I also looked at one of my favorite movies, “Sin City,” for art-directed interior night shots. The video game “Resident Evil” certainly had plenty of great CG imagery to study.

Shot taken from "Sin City." I gravitated to the glows and light shafts.


Screenshot from the video game Resident Evil. I liked the idea that the scene is supposed to be lit by natural moonlight, yet objects were easily distinguished by rim lighting that was very likely set up manually. The shadows and color set a great ominous tone.

I chose to light a bathroom scene because I felt that I could
take a somewhat “mood-neutral” environment and art direct it with lighting and color in order to develop a specific mood. My idea for the scene itself began with photographs of some of the bathrooms in my grandfather’s brownstone apartment building in the South End of Boston. All history aside, the reason I wanted to model my scene after them is that I had a good understanding of the scale of each. Additionally, I already had multiple reference photos that I had shot and from which I could easily replicate objects.

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