Matte Painting 2.5D Environment Milestone 3 March 2009 Øyvind Lien.

Slides:



Advertisements
Similar presentations
Graphics Pipeline.
Advertisements

The Art and Technology Behind Bioshock’s Special Effects
Week 11 - Wednesday.  Image based effects  Skyboxes  Lightfields  Sprites  Billboards  Particle systems.
Advanced Rendering MATERIALS, POSTEFFECTS AND SCENE COMPOSITION GDC
Real-Time Rendering TEXTURING Lecture 02 Marina Gavrilova.
ATEC Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa.
Helicopter VFX MS3. Production Process These last few weeks has mainly been focused on rendering and post production Fluids, cg environment post production.
Chapter 2: Time and Space Lecturer: Norhayati Mohd Amin.
SE 313 – Computer Graphics Lecture 13: Lighting and Materials Practice Lecturer: Gazihan Alankuş 1.
Working with 3Ds Max. 3Ds Max.
(conventional Cartesian reference system)
Graphics Systems I-Chen Lin’s CG slides, Doug James’s CG slides Angel, Interactive Computer Graphics, Chap 1 Introduction to Graphics Pipeline.
Coordinate Systems X Y Z (conventional Cartesian reference system) X Y Z.
1 3D –graphics and animation Shading and Surface Characteristics Harri Airaksinen.
Basic Ray Tracing CMSC 435/634. Visibility Problem Rendering: converting a model to an image Visibility: deciding which objects (or parts) will appear.
02/04/03 Page 1 Rendering Visibility Lighting Texturing.
Basic Rendering Techniques V Recognizing basic rendering techniques.
Guilford County Sci Vis V204.01
Pre Production I.Concept II.Story Development III.Visual Development IV.Technical Direction V.Production Management.
Integration Of CG & Live-Action For Cinematic Visual Effects by Amarnath Director, Octopus Media School.
MULTIMEDIA TECHNOLOGY SMM 3001 MEDIA - GRAPHICS. In this chapter how the computer creates, stores, and displays graphic images how the computer creates,
SE 313 – Computer Graphics Lecture 11: Projection Painting and Merging Textures Lecturer: Gazihan Alankuş 1.
UFCEKT-20-33D Modelling and Animation 3D Modelling & Animation Materials and Textures Maps.
Photoshop: Getting to Know Layers Computer Information Technology Section 7-5.
University of Illinois at Chicago Electronic Visualization Laboratory (EVL) CS 426 Intro to 3D Computer Graphics © 2003, 2004, 2005 Jason Leigh Electronic.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Computer Graphics Computer Graphics is everywhere: Visual system is most important sense: High bandwidth Natural communication Fast developments in Hardware.
Shading. What is Shading? Assigning of a color to a pixel in the final image. So, everything in shading is about how to select and combine colors to get.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
Simulating the Physics of Pool using RenerMan ● Shaders and Texture Mapping ● Spherical Texture Maps ● Rotating the Balls ● Lighting ● Physics Equations.
Main Navigation  Similar to Unity 3D  Unlike Unity it is a right handed coordinate system  Used to determines whether a positive rotation is clockwise.
2.5D Mattepainting. Why did I pick this project? I have always been interested in art of all kinds. Under my education time here in skellefteå I have.
TERRAIN SET09115 Intro to Graphics Programming. Breakdown  Basics  What do we mean by terrain?  How terrain rendering works  Generating terrain 
C O M P U T E R G R A P H I C S Guoying Zhao 1 / 14 C O M P U T E R G R A P H I C S Guoying Zhao 1 / 14 Going-through.
STORYBOARD MOODBOARD DESIGN / CONCEPT RESEARCH Set and camera High resolution, at least 1080p Greenscreen and whiteball Camera movements – Crane? How.
MS3 presentation 2.5D matte painting. Main goals Make a matte painting, improve my paintingskills. Take the matte painting in to a 3D world and make a.
Basic Ray Tracing CMSC 435/634. Visibility Problem Rendering: converting a model to an image Visibility: deciding which objects (or parts) will appear.
Photo Composite Digital compositing is the process of digitally assembling multiple images to make a final image.
Fast Cascade VSM By Zhang Jian.
Computer Graphics The Rendering Pipeline - Review CO2409 Computer Graphics Week 15.
Wetwork -A VFX short with fluids simulations. Story board.
Module Code: CU1025NI 3D Modelling and Animation Basics Week - 2.
ANM 100 ADOBE CREATIVE SUITE LESSON 7 1) No Quiz 2) Digital Image Composites in AdobePhotoshop Review 3) In-Studio Work.
MS2 Progress Report Olle Rydberg Tomas Tjernberg.
Maya 8 at a Glance Chapter 4: Creating Textures. Shaders 2 Lambert: No highlights Phong: Distinct specular highlights Phong E: Greater controls for softer.
Mark Nelson 3d projections Fall 2013
Material obtained from Summer workshop in Guildford County, July, 2014 Unit 6.
Computing & Information Sciences Kansas State University Lecture 12 of 42CIS 636/736: (Introduction to) Computer Graphics CIS 636/736 Computer Graphics.
Current Student – University of Wisconsin – Stout Applied Mathematics and Computer Science: Software Development Associate Degree in Computer Programming.
WORKING WITH SELECTIONS MASKS and CHANNELS 3D IMAGES LAYER BASICS PHOTO.
 UV mapping is a process of applying textures to an object by hand  Figure: Blender model textured through a UV map.
LANTERNS Compositing Project Isabel Vestling. Moodboard.
3D Animation 1. Introduction Dr. Ashraf Y. Maghari Information Technology Islamic University of Gaza Ref. Book: The Art of Maya.
1© 2009 Autodesk Hardware Shade – Presenting Your Designs Hardware and Software Shading HW Shade Workflow Tessellation Quality Settings Lighting Settings.
Games Development Practices 3D Modelling
Ying Zhu Georgia State University
Visualization Shading
Week 11 - Wednesday CS361.
The Graphic PipeLine
ATEC Procedural Animation
ATCM 3310 Procedural Animation
3D Graphics Rendering PPT By Ricardo Veguilla.
The Graphics Rendering Pipeline
Basic Rendering Techniques
Graphics Processing Unit
Assignment 1 Creating a Heart.
UMBC Graphics for Games
Procedural Animation Lecture 6: Mapping
ATCM 6317 Procedural Animation
Character Design for Animation and Games
Presentation transcript:

Matte Painting 2.5D Environment Milestone 3 March 2009 Øyvind Lien

Specialization project  MS1: Pipeline research, 2.5D projection tech research and idea development  MS2: Developing idea and workflow further, concepts and more advanced 2.5D projection test. Make plan for the production phase.  Composition and color research.  Codec, resolution, file formats research.  Early concept:

What I have been working on in MS3 Mattepainting  Painting and blending in photo textures and elements  Getting the perspective and scale correct 3D modeling/texturing  Models for Castle, village, waterwheels and birdflock with particles Projection/Post production  Implementing greenscreen footage  Export camera through Boujou, timing the camera move  Adding elements to render layers, and render with the same camera  Color correct and add haze layers in Fusion to create depth  Sun effects and focus blur

3D models  Schedule 1 week  Polygon modeling, UV mapping and texturing  Desert houses, watermill, castle and birdflock  Decided to not include desert houses, used watermill house instead for the village  Separatet the waterwheels and placed them under the waterfall  For birdflock I made a simple bird mesh out of 3 polygon boxes, animated the rotation on the wings and set the keys to “post infinity cycle” in the Graph Editor. The mesh was added as an Instancer(Replacement) to an emitter.

3D models

Mattepainting  Schedule 4 weeks  First started with a 3D scene, established camera and rendered in layers  Paintover in Photoshop  Worked on the image for 2 weeks

 Wasnt happy, threw it away and restarted.  Wrong scale, wrong camera angle and wrong perspective Mattepainting

 Used Landscape photo as a basis for creating the perspective and scale  Move the camera higher, revealing more depth  Desaturate and overlay blending mode to blend in textures and photos  Establish main light source  Changed color scheme to Sunset to get more of a Fantasy feel  Renderad the castle from Maya. Blended it into the painting.  Moved village closer to the camera, and on a vertical line to the castle  Had to render out the village in 3D instead  Only had 2 weeks instead of 4 on the mattepainting, but made some valuable experiences from my errors.

Mattepainting

Projection  Separating layers in Photoshop, creating alphas  Creating shaders. Based on research from MS2 I used Lambert with Ambient color set to max, and diffuse to 0. Simulating a surface shader, ignoring maya default lights.

Projection  Did render tests and added geometry to elements closest to the camera  Added each plane to render layers to have more control in post production.  Had problems with the renders being blurry, had to turn of ”Use multi pixel filter” in Maya Software render.  Projection and alphas worked out perfectly, no bleeding or texture errors. Solved all the problems in the MS1 & 2 research stage.

Post production  Schedule 1-2 weeks  Imported all the elements to Eyeon Fusion  Keyed greenscreen material.  Focus blur on the camera when It was close to certin elements.  Added Fog inbetween the render layers.  Color corrected  Added sharpen/blur

Post production

Conclusion  Happy about my time schedule. But lost 1 week of post because I thought delivery was the 25th of March.  Think I would have avoided the mattepainting 2 week loss if I did more and better concept research.  Learned more about planning and research.  Pipeline for Mattepainting 2.5D.  Valuable experience to use render layers for more controle in post production.  Learned more about working with colors, lights/shadows, focus and textures.  Software skills in Photoshop, Maya and Fusion greatly increased.  Solved problems  Feel I have ended up with a result at the max of my skill level.

QUESTIONS!!!