Matte Painting
During our first live_brief class, we were looking at Matte Painting, the art of Matte painting began a long time ago. every famous painter made use of this technique, in addition, the painters were using a combination o different palettes of colours, as we call complementaries. This recompilation of techniques is used today in the film industry to trick our eyes and transport the spectator to that planet or different age. We look at the first Stars Wars movie, where most of the stormtroopers were painted to simulate more of them in the room.
Primary Colours
Secondary Colours
Tertiary Colours
Complementary colours are any two colours which are directly opposite each other, such as red and green and red-purple and yellow-green. Complementary colours, when put together, appear more vivid than when apart. In the illustration, there are several variations of yellow-green in the leaves and several variations of red-purple in the orchid. You will found in the nature this type of combination everywhere, sometimes nature tries to attractive to other forms of life.
Cyberpunk/Blade Runner: Matte Painting
The atmosphere contains small droplets of water and over a distance, these minute water droplets build up to give a tinge of blue. To create the illusion of distance artists often give background features a light wash of blue and lessens the contrast.
Tips:
Wip
Sabana – Matte Painting – Create a highland scene in the style of Sabana
Reference_images
Sabana_process
Gaussian blur foreground
Final Result:
Skyfall – Matte Painting – Create a highland scene in the style of Skyfall
Reference_images
Skyfall_process:
Final result:
Wall-E Brief:
Main Ref Image:
During This week we have to become with an idea for the second project of this semester. In addition, the task was to be completed in teams. My team is Iza, Don, and myself. Our plan was to get one scene from the game Metro 2033 and replicated the colors and the environment, giving the viewer the feeling of being playing the game or a post-apocalyptic environment after a nuclear war.
Ref images:
Color Palette:
First meeting:
Assets research:
We wanted to focus more on the compositing side, which is why we chose to look up all the assets instead of modeling from scratch. The reason why is that in the future we will like to work as compositors and not 3D modelers, although the project has a lot of research and 3D areas that should be also in consideration like the lighting, the composition of the scene, the framing, camera, texturing, rendering.
3d_assets_research:
Setting up the scene:
Green_screen_footage_research:
Matte Paint, background, photoshop
After we textured every asset, added light (skydome light, HDRI image added, and then we turned camera visibility off), and camera movement, we rendered the scene and brought it in Nuke
First Render:
Zdefocus:
Fog, particles process
Second meeting:
Frist Nuke render:
- Track the background
-Add the clouds in the Maya file and render them with the camera movement, then put them back in Nuke
-Composite particles, more fog in the background, dust and grunge texture on wood pillars, birds, make the window broken
-Adjust the final color grading
Final node:
Final Render:
Breakdown:
Masterclass with Matt Jacques:
Live_brief_masterclass_02
Live_brief_masterclass_03
Live_brief_masterclass_05
Live_brief_masterclass_06
Live_brief_masterclass_07
Christmas Advert:
This brief is a little different. We are opening it up very broadly. You must create a shot for a Christmas advert. This is an optional group or individual project.
You can choose the brand, the look and the feel of the advert. As long as it fits in with the idea of the winter holidays
We have some filmed footage you may want to use but it does not have to be a 2d shot; any software can be used.
You will submit
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Mood board (researched imagery)
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Colour palette
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Storyboard
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Concept art
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Breakdown of shot
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Shot
References and Tutorials:
Camera_position_01
Camera_position_02
Top_view_cameras_lights_green_screens
Location_3D_characters
Renders_of_Batmovil
Car texturing process:
Final Car render and textured
First idea with refences:
Modeling process:
Texturing process:
Renders examples:
Final Render with lights and textures
Shot test:
Shot with blue screen:
Stop motion process:
HDRI_01
HDRI_02
HDRI_03
Maya render view with HDRI
Arnold Render with HDRI
Compositing part of the project:
Denoise_color_correction_raw_fotage:
Luma_grading_and_grading:
Keying:
Background_batman_batmovil:
Graphic node:
Graph Node:
Final Shoot:
Final Shoot without snow in front of the camera:
Final Shoot with Christmas tree:
Challenge: Invasion project
For the last assessment, we were told that we can create any kind of scene. I decided to use real-life footage. I film my balcony, then I will add in the sky a spaceship. I always like this kind of project, where you place 3D assets on film. the project will also have some lighting to make it look more dramatic.
References:
Everything on these videos is made with after effects I will be using Nuke and Maya
Spaceship modelling and texturing:
For the lighting, I have used an HDRI from HDRI heaven as an example. This is because I want to use the same light on the spaceship as it was on camera.