Cinematic Workflow Guide — Sameer Baloch
The Divide
Complete Production Workflow

BUILDING CINEMATIC
DIGITAL ART

From the first reference image to the final Photoshop composite. Every step. Every decision. Exactly how I work after 15 years.

10
Chapters
12
Render Passes
14
Composite Layers
15+
Years Experience
Chapter 01

REFERENCE &
MOOD BOARD

Every great artwork starts before the software opens.

Before I open Maya or Unreal Engine, I spend 10 to 15 minutes on reference. This is not optional. The reference shapes everything: mood, lighting direction, colour palette, composition, atmosphere. Most beginners skip this or treat it as a quick browse. Professional artists treat it as a creative brief.

Where I Look
Pinterest
Mood boards, lighting studies, colour palettes. Search specific emotions: "dark cinematic environment", "arctic storm atmosphere", "god rays forest".
ArtStation
Real 3D artist work. Same tools, same software. Read process posts, not just finals. Understand how professionals build scenes step by step.
Behance
CGI commercials and advertising production. Good for understanding how light is used in brand and luxury environments.
Film Stills
Actual cinematography. Screenshot frames from films whose visual language matches your goal. Cinema is the best lighting reference that exists.
80.lv
Environment art breakdowns from working game artists. Real production insight, not just portfolio showcases.
From My Workflow

I do not look for images to copy. I look for images that tell me how a specific mood is built. If I want cold and isolated, I find references that achieve that feeling. Then I understand the technical decisions behind it and apply them to my own concept.

Chapter 02

CONCEPT
DEVELOPMENT

From someone else's work to your own vision.

The concept stage happens entirely in 2D, before any 3D software opens. Reference is the starting point, not the destination. This is the most creative stage and it should answer one question: what should the viewer feel?

A
Rough Sketch on Reference
Print or open your reference image. Draw directly on top. Rough lines, shapes, composition changes. Move the horizon, change scale, add or remove elements. The sketch does not need to be clean. It needs to answer: where is the subject, where is the camera, what is the emotional centre?
B
Photoshop Image Patching
Open Photoshop. Bring in different images, a sky from one reference, a ground from another, a structural element from a third. Rough-composite them together at low quality. You are confirming that composition and mood work before building in 3D.

Before moving to 3D, answer this: what should the viewer feel when they see the finished image? Name it specifically. Not "cool" or "dramatic", but "isolated", "overwhelmed", "afraid", "curious". Every technical decision that follows serves that answer.

Chapter 03

MODELING
& ASSETS

Build what you need. Download what makes sense.

I model to my concept, not beyond it. If the camera will never see the back of an object, the back does not need detail. The most common beginner mistake: spending too long on modeling before the composition is locked.

Build Custom

Hero objects the camera focuses on. High-detail foreground elements. Anything with a unique silhouette. Proprietary client assets.

Use Asset Libraries

Background filler: rocks, debris, vegetation. Repeating environment elements. Architectural details not in the hero zone. Standard props with no unique requirement.

Recommended Sources
Fab.com / UE5
Epic Games marketplace. Thousands of environment assets, most UE5-ready. Start here.
Quixel Megascans
Photogrammetry-based assets. Photorealistic rocks, ground, vegetation. Integrated with UE5.
KitBash3D
Sci-fi and fantasy modular kits. Excellent for cinematic environment hero pieces.
TurboSquid / CGTrader
Broader selection including hard-surface and architectural assets.
Chapter 04

TEXTURING

2K to 4K is enough. Cinematic quality comes from lighting, not texture resolution.

I use 2K to 4K textures maximum. A well-lit scene with 2K textures will always outperform a poorly lit scene with 8K textures. The material properties I care about most are roughness and reflectivity. These define how light interacts with the surface.

PropertyMaya (Redshift)Unreal Engine 5Notes
Base ColorrsStandard: Diffuse ColorBase Color inputReference-matched
RoughnessRefl. RoughnessRoughness input0.2 to 0.9 for most surfaces
MetallicRefl. Weight + low RoughnessMetallic input0 or 1 only. Never 0.5
Normal MapBump Map input (0.3 to 0.8)Normal Map (DirectX)Subtle support only
Chapter 05

SCENE BUILDING
& STAGING

Composition is locked before a single light is placed.

Scene building is where your concept sketch becomes a 3D space. The goal: confirm that your composition works in 3D before investing time in lighting and shading. I work in a grey clay view, no materials, no textures, no lighting beyond a basic ambient.

1
Stage to Concept
Place all geometry according to your concept sketch. Do not touch materials. Do not adjust lighting yet.
2
Confirm in Clay View
Everything flat grey. Does the hero subject read clearly? Is there foreground, midground, and background depth? Does the scene tell the right story without colour?
3
Fix All Geometry Issues
Clipping, z-fighting, floating objects, scale problems. Fix everything here. This is the cheapest stage to make changes.

If the composition does not work in clay, lighting will not save it. Fix composition here, not in Photoshop. Every hour spent here saves three hours later.

Clay View in Practice
Wireframe View
Wireframe / Topology and geometry check
Greyscale Render
Greyscale render / Lighting and composition check

Left: wireframe confirms clean geometry. Right: greyscale confirms the lighting reads without colour. Both checks must pass before look development begins.

Chapter 06

CAMERA &
FOCAL LENGTH

Lock the camera before you touch a single shader.

I use focal lengths between 12mm and 120mm depending entirely on the scene. This is a storytelling decision, not a technical preference. The camera is locked before look dev begins. Any movement after means redoing everything.

Focal LengthFeelBest ForRisk
12 to 24mmWide, exaggerated depth, dramatic scaleEnvironments where scale is the storyDistortion at extreme edges
35 to 50mmNatural, human perspectiveBalanced shots, familiar scaleCan feel flat without lighting depth
85 to 120mmCompressed, cinematic, shallow DOFPortrait subjects, isolated elementsBackground detail lost, needs atmosphere
Aperture
f/2.8 to f/5.6 for shallow depth of field. Cinematic subject separation.
Resolution
1920 x 2400, portrait 3:4 format. Standard for this style of work.
Sensor
35mm full frame equivalent. Realistic depth of field behaviour.
Lock Rule
Lock all transforms before look dev. Any movement after means a full re-render.
Chapter 07

LOOK
DEVELOPMENT

Materials, lighting, and shaders. Together, not in sequence.

Most beginners finish all materials, then add all lights, then adjust shaders. Professional look development does not work this way. Materials, lighting, and shaders are developed together, each influences the other.

Maya / Redshift

rsStandard material for 90% of everything. Diffuse, reflective, metallic, all in one node.

rsPhysicalLight: primary key light
rsIBL (HDRI): environment fill
rsAreaLight: accent and rim
IPR for iteration, Bucket for finals
Unreal Engine 5 / Lumen

UE5 is real-time, iterate much faster. Place directional light first, connect to Sky Atmosphere.

Lumen GI + Reflections
Sky Atmosphere + Directional Light
Exponential Height Fog + Volumetric
Movie Render Queue for finals
The Three-Light Hierarchy
Key Light

Primary source. Defines shadow direction and emotional temperature. Warm or cold. This is the mood decision.

Fill Light

Reduces shadow darkness. Never competes with key. Often opposite colour temperature. Cold fill + warm key = cinematic depth.

Rim Light

Behind or beside the subject. Separates from background. Makes figures feel like they exist in the world, not floating in front of it.

Chapter 08

RENDER
SETUP

1920x2400, portrait format. Redshift Bucket and Movie Render Queue.
Maya / Redshift Bucket
SettingValueNotes
Resolution1920 x 2400 pxPortrait 3:4, standard for this style
RendererRedshift BucketIPR for iteration, Bucket for finals
Output FormatEXR 32-bitPreserves all data for compositing
Sampling128 to 256 finals / 64 iterationBalance quality vs speed
Global IlluminationBrute Force + Brute ForceHighest quality for hero renders
DenoiserRedshift OptiX ONCuts render time 40 to 60%
Unreal Engine 5 / Movie Render Queue
SettingValueNotes
Resolution1920 x 2400Custom: set in Output Settings
Anti-AliasingTemporal Super Sampling64 to 128 samples for finals
Output FormatEXR SequenceEXR for compositing, PNG for quick review
Path TracerEnable for hero stillsHighest quality, slower but superior
Motion BlurDisabledr.MotionBlurQuality 0 for stills
Chapter 09

RENDER PASSES
& COMPOSITING

The scene decides how many passes you need. Not the tutorial.

A render pass isolates one visual property: depth only, reflections only, ambient occlusion only. In composite, you layer these passes with different blend modes to build a result that gives you precise control over every element independently.

How Many Passes

There is no fixed number. I have built finals with 3 passes and with 11. The scene tells you what it needs. Simple scene: 3 to 4. Medium: 5 to 7. Complex: 8 to 12.

BEAUTY PASS
01Normal / 100%
Always Required
BEAUTY PASS

Base layer. All materials, lighting, atmosphere combined. Desaturate it. If it does not read in greyscale, the lighting has failed.

AMBIENT OCCLUSION
02Multiply / 40-70%
Almost Always
AMBIENT OCCLUSION

Grounds objects physically. Without AO subjects float. Darkens corners, crevices, and contact areas. Highest impact per render time.

REFLECTION PASS
03Screen / 70-100%
Reflective Surfaces
REFLECTION PASS

Isolates specular highlights and surface reflections. Control reflection intensity and colour independently without re-rendering.

Z-DEPTH
04Mask / DOF Driver
Depth / Atmosphere
Z-DEPTH

Grayscale depth. White near, black far. Drives depth of field in composite. Grade foreground vs background independently.

FRESNEL PASS
05Screen / 30-50%
Edge Enhancement
FRESNEL PASS

Subtle glow on silhouette edges. Makes subjects feel like they physically exist in the light environment rather than floating.

CHARACTER PASS
06Normal / masked
Subject Isolation
CHARACTER PASS

Isolated character render. Allows independent grading, rim light enhancement, and brightness control in composite.

BACKGROUND PASS
07Normal / background
Environment
BACKGROUND PASS

Background without foreground elements. Grade environment independently. Control atmospheric haze and colour temperature separately.

SKY PASS
08Screen / as needed
Atmosphere Top
SKY PASS

Upper atmosphere, sky, and cloud layer. Control sky brightness and colour independently from the rest of the scene.

EXTRA SKY FX
09Screen / 60-100%
Sky Effects
EXTRA SKY FX

Additional sky effects, god rays, cloud layers. Composited separately for maximum intensity control.

FX OBJECT PASS
10Screen / 100%
Special Effects
FX OBJECT PASS

Isolated particles, debris, energy effects. Screen blend makes black transparent. Only bright effect elements appear in composite.

SKY FX PASS
11Screen / 60-100%
Volumetric FX
SKY FX PASS

Volumetric light rays, god rays, fog. Never skip volumetric atmosphere. Screen blend at 60 to 100%.

ID PASS
12Mask only
Object Selection
ID PASS / MATTE

Flat solid colour per object. Used as Photoshop selection masks for independent colour grading without re-rendering.

Chapter 10

FINAL PHOTOSHOP
FINISHING

The last 20% that changes everything.

Compositing is where passes become a final image. The order matters, each layer builds on the one below it.

#LayerBlend ModeNotes
01Beauty PassNormal / 100%Base, everything above this
02AO PassMultiply / 50-70%Contact shadows, grounds objects
03Environment LayerNormal / maskedGrade ground independently
04Sky LayerNormal / backgroundFull sky colour control
05Atmosphere PassScreen / 60-100%Volumetric depth, never skip
06Specular PassScreen / 70-100%Boost or reduce reflections
07Fresnel PassScreen / 30-50%Subtle edge glow
08Light DiffuseSoft Light / 30-50%Adjust lighting mood
09FX ElementsScreen / 100%Black disappears, glow stays
10Character LayerNormal / maskedRim light enhancement
11Film GrainOverlay / 15-25%Ties all layers, never skip
12VignetteMultiply / 30-50%Dark edges, focus eye to centre
13Lens FlareScreen / as neededOnly if dominant light source visible
14Colour GradeCurves / Sel. ColorFinal push, cold blues, crush blacks
Film Grain
Filter, Camera Raw, Effects, Grain. Amount 8 to 15, Size 20 to 30. Subtle, invisible at normal viewing. Ties all layers together.
Vignette
New layer, Multiply mode. Large soft radial gradient, black edges, transparent centre. Pulls the eye toward the subject.
Colour Grade
Curves: crush the blacks, lift the mids slightly. Selective Colour: push blues in shadows, warmth into highlights. Subtle always wins.
The Divide / Final Result
Final Composite
Final Composite / All 12 passes combined in Photoshop
Final Poster
Final Poster / With typography and colour grade applied
Bonus Chapter

THE DIVIDE
PROJECT BREAKDOWN

A complete breakdown from wireframe to final poster.

This section shows every stage of "The Divide" from grey clay wireframe through to the final cinematic poster. Each image represents one step in the workflow described in this guide.

Stage 01 / Wireframe and Grey Clay
Wireframe
Wireframe / Topology check
Grayscale
Greyscale / Lighting check
Stage 02 / Key Render Passes
AO
Ambient Occlusion
Reflection
Reflection Pass
Z-Depth
Z-Depth
Character
Character Pass
FX
FX Object Pass
Fresnel
Fresnel Pass
Stage 03 / Final Composite
Final Composite
Final Composite / All passes combined in Photoshop
Stage 04 / Final Poster with Typography
Final Poster
The Divide / Final cinematic poster
Thank You

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© 2026 Sameer Baloch, sameerbaloch.com

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