fxphd - PNT204: Matte Painting and Digital Environments

fxphd - PNT204: Matte Painting and Digital Environments
English | 1152x720 | 6 hours 24 mins| MP4 | 2.04 GB
Gender: elearning

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 completely new 2.5D matte painting with a camera move from concept to finishing.


fxphd - PNT204: Matte Painting and Digital Environments
fxphd - PNT204: Matte Painting and Digital Environments


Using Maya, Modo and Photoshop this course will look at modeling in modo -translating concepts to 3D, creating render passes for matte paintings, using tetures/photos vs painting, 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. The combination of 3D tools and 2D/2.5D techniques are what gives today's modern matte painters the edge in creating beautiful scenes.
James, a multi-disciplanary artist working in Sydney, divides his time between matte painting, compositing, and 2D animation 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.

Contents:
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. Or digital 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 concept with Matte Painting specifically in mind.
Class 3: Texturing. Looking at 2 close up shots from Red Dwarf, We look at any methods used to texture a matte from a base 3d render. Using render passes, Shot textures and textures gathered from the web we look at how to combine them together and any issues such as 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 2 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 for the project 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 to modo via fbx for modeling.
Class 7: Further Look at the Matte Painting Toolkit - Using an example image we build a simple projection shot in maya using the MPTK tools and talk about various issues with 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 grade 10 there is no part 2 lesson.

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