Fxphd - PNT204 - Matte Painting and Digital Environments (2010)



Fxphd - PNT204 - Matte Painting and Digital Environments (2010)


Fxphd - PNT204 - Matte Painting and Digital Environments (2010)
English | H264 1152x720 12.00fps 300kbs | AAC 44100Hz mono | 2.57 GB
Genre: Video Training

This new production-based course taught by Mike James will be focus on two projects. The first half of the course will cover the techniques used to produce over ten matte paintings of G-Deck for the Red Dwarf Back to Earth mini-series


 

For the Second Half, we'll create a new Completely 2.5D Matte painting with a Camera Move from Concept to finishing. Using Maya, Modo and Photoshop this course Will Look at Modeling in modo-Translating Concepts to 3D, render passes for Creating Matte Paintings, using tetures / VS painting photos, and Camera projection/2.5D techniques in Maya. James' experience in Production allows HIM to Share Valuable insights INTO the Craft and How to Take a shot to completion. Combination of the 3D tools and techniques 2D/2.5D Are What Gives Today's Modern Matte Painters edge in the beautiful scenes Creating. James, a multi-disciplanary Artist working in Sydney, divides time HIS Between Matte painting, compositing, 2D animation and for Film and TV, Retouching global print campaigns, rendering photoreal 3D cars to creating artwork for film post. With 15 years industry experience in his main tool, Photoshop, James has worked on some challenging projects including the recent Red Dwarf Back to Earth miniseries.
Content
Class 1: The initial brief for Red Dwarf G-Deck. It's critical when starting out that everyone is on the same page. James will explore the concepts he created and talk about the tools / software he uses to put those ideas to paper. Digital or paper.
Class 2: Taking one of the rough Concepts of G-Deck, we'll Look at 3D Modeling techniques in Modo, Modeling up parts of the Matte Painting Concept with specifically in Mind.
Class 3: Texturing. Looking at two close up shots from Red Dwarf, We look at any methods used to texture a matte from a base 3d render. Using render passes, textures and textures Shot gathered from the Web We Look at Them How to combine together and issues such as Any Compression, Resolution, bit depth and Colour correction.
Class 4: Comping it all together. Looking in detail at Lighting, Cameras and Render Passes we render off two shots from Our new Concept Model and begin to paint up Our mattes.
Class 5: In depth texturing techniques that were applied to the red dwarf matte paintings and a look at the final stages of the Concept Development Project for the shot.
Class 6: Introduction the the project shot - a brief look at setting up the master file for our project shot, a look at some texture reference, setting up our scene with a rough camera move and Translating That FBX to modo for VIA Modeling.
Class 7: Further Look at the Matte Painting Toolkit - Using an example Image We build a simple shot Projection in Maya using the tools and MPTK talk about issues with Various Projections and Look at Some Solutions.
Class 8: Finalizing Development of Project shot & Modeling details on the Project shot in Modo using Modo's Profile presets.
Class 9: Maya for matte painting, specifically Maya cameras and lens, various projection techniques and Glyph Matte painting Toolkit, a 3rd party plugin with demo's available to help with the Matte painting Process.
Class 10: Finishing the project shot, adding environmental effects such as fog / depth and painting with light. Creating a flickering lights pass which we'll do a quick animation and comp in After Effects. Split into two parts
in the 10th grade no 2nd part of the lesson

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