HOSPITAL
For these shots I did the color script and some concepts during pre-production ; modeled the rooms, and a few props like neons or windows ; textured everyting ; did most of the camera placement ; and composited the final renders.
I. CONCEPT
For the Hospital, we knew we needed to create a real break with the previous scenes. The first 3 sequences in the circuit were fast, hot and dangerous so we needed to go to the opposite with a cold and lonely hospital. We had the idea of a strong sunlight flooding the room and hallway as a reminder of the previous sequence and so the characters feel off their world and daily habits.
II. TEXTURING
In Chicane, we opted for a stylized painted look. To achieve this, every prop was textured in Substance Painter. Instead of complex 3D materials and models we used 2D techniques in order to give a sense of textures and depth to our world.
During production we created our own library of brushes, textures and decals to use. It allowed us to texture everything fast and consistently.
For structures and landscapes we used Substance Designer or Photoshop and made our shaders on 3ds Max. For example in the hospital, the walls are made from an albedo and a normal that were painted by hand. That texture was later used inside the Garage or on the stands of the circuit.
Modeled by Loïck Frezouls, textured by me.
Custom decals and masks :
Custom textures :
II. COMPOSITING
One of the first intents for the compositing of the movie was to emulate real-world film cameras of the 70's. To achieve that we made reasearch on grain, halations, barrel distortion, flares, etc. When started the post-production, we first gave the image a rather realistic look and started stylizing by playing with flares, saturation, chromatic abberation, etc.
For this specific shot, the main goal was to feel the sun from outside. We made stylized godrayz and added some particles to give life to the whole. Thanks to this over-the-top light, the character is well detoured and clearly visible when walking of the room. After that we added depth to the different hallways by darkening corners and adding shadows.