For this week, I’ve slightly animate the facial expression as a test. Then I rendered my outputs with separated passes, which I then able to input in Nuke to adjust coloring. I’ve also learnt the concepts of passes in Nuke are actually quite similar to other 3D software, such as Cinema4D.
In this way, with similar methods, I can take the frames and then layer them using blending modes to rebuild the beauty pass in Nuke, so from there I can make my choices meticulously and adjust how the shot can be improved.
Facial Motion Test
Work In Progress
The facial expression are separated into various sliders in shape editor to animate them controllably.

Nuke passes

Result
In my color adjustment, I mainly adjusted my direct specular and indirect diffuse to add greenish in lighting for some spooky feeling. I didn’t spend too much time on it, it is just a first trial for me to understand how Nuke function and get familiar for my finger muscle with interface of Nuke.
Regarding to the facial expression, I suppose I should not animate all parts of meshes in same timing. I will definitely enhance the facial expression, especially the mouth movement, as it is too squarely in this version. As always, it is believed that subtlety is the key for all kinds of eye-comforting and realistic motion.