All language subtitles for 03. Element creation and export

af Afrikaans
sq Albanian
am Amharic
ar Arabic Download
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bn Bengali
bs Bosnian
bg Bulgarian
ca Catalan
ceb Cebuano
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
tl Filipino
fi Finnish
fr French
fy Frisian
gl Galician
ka Georgian
de German
el Greek
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
km Khmer
ko Korean
ku Kurdish (Kurmanji)
ky Kyrgyz
lo Lao
la Latin
lv Latvian
lt Lithuanian
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mn Mongolian
my Myanmar (Burmese)
ne Nepali
no Norwegian
ps Pashto
fa Persian
pl Polish
pt Portuguese
pa Punjabi
ro Romanian
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
st Sesotho
sn Shona
sd Sindhi
si Sinhala
sk Slovak
sl Slovenian
so Somali
es Spanish
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
te Telugu
th Thai
tr Turkish
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu
or Odia (Oriya)
rw Kinyarwanda
tk Turkmen
tt Tatar
ug Uyghur
Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:10,900 --> 00:00:11,966 in this lesson 2 00:00:11,966 --> 00:00:13,666 we will create and export 3 00:00:13,666 --> 00:00:16,666 the needed matte painting elements out of Photoshop 4 00:00:16,866 --> 00:00:18,533 and bring them into nuke 5 00:00:18,533 --> 00:00:22,233 in preparation for building our basic 3D scene 6 00:00:23,000 --> 00:00:25,166 so we we ended 7 00:00:25,166 --> 00:00:27,599 in the last lesson just discussing the elements 8 00:00:27,600 --> 00:00:30,466 that were provided to a Spiromat painting department 9 00:00:30,566 --> 00:00:33,133 and we're now going to be extracting those 10 00:00:33,133 --> 00:00:34,599 to bring them into nuke 11 00:00:34,733 --> 00:00:35,866 so it's it's a very 12 00:00:35,866 --> 00:00:37,799 this is a this is actually a nice 13 00:00:38,066 --> 00:00:39,966 easy simple setup for 14 00:00:39,966 --> 00:00:41,133 for our matte painting 15 00:00:41,133 --> 00:00:42,999 they've they've kept it nice and clean 16 00:00:43,133 --> 00:00:44,466 so that it would be easier 17 00:00:44,466 --> 00:00:46,566 for us to be able to actually utilize 18 00:00:46,966 --> 00:00:49,299 many times you might get a matte painting 19 00:00:49,300 --> 00:00:52,433 or you'll get a Photoshop file and have a lot of layers 20 00:00:52,500 --> 00:00:53,766 instead of something like this 21 00:00:53,766 --> 00:00:54,499 where the layers 22 00:00:54,500 --> 00:00:57,066 have been condensed down to the bare necessities 23 00:00:57,200 --> 00:00:59,500 now when I say bare necessities 24 00:00:59,500 --> 00:01:01,200 I don't necessarily mean that 25 00:01:01,200 --> 00:01:02,966 layers were deleted or removed 26 00:01:02,966 --> 00:01:04,133 which then subsequently 27 00:01:04,133 --> 00:01:06,899 destroyed some of the artistic look of the shot 28 00:01:07,200 --> 00:01:07,800 but instead 29 00:01:07,800 --> 00:01:08,900 what I mean is 30 00:01:08,900 --> 00:01:11,966 they've combined layers and consolidated things down 31 00:01:11,966 --> 00:01:14,366 to try to make it easier 32 00:01:14,366 --> 00:01:15,266 and to also 33 00:01:15,266 --> 00:01:18,333 to ensure that the final end product meets 34 00:01:18,333 --> 00:01:22,266 as close as possible to the original matte painting 35 00:01:22,300 --> 00:01:25,500 uh look that the art department was desiring 36 00:01:25,766 --> 00:01:26,899 so what we have here 37 00:01:26,900 --> 00:01:28,666 are the three basic layers we discussed 38 00:01:28,666 --> 00:01:29,666 so what I'm going to do is 39 00:01:29,666 --> 00:01:32,166 I'm going to turn off the background layer 40 00:01:32,300 --> 00:01:34,966 now that gives us our building and our antenna layer 41 00:01:34,966 --> 00:01:37,233 so I'm going to turn off the building 42 00:01:37,333 --> 00:01:39,399 and I'm just going to leave the antenna layer on 43 00:01:39,400 --> 00:01:40,400 what we're going to do is 44 00:01:40,400 --> 00:01:43,733 then we're going to save out a TIFF image 45 00:01:43,733 --> 00:01:46,066 that will have just this antenna layer 46 00:01:46,066 --> 00:01:48,533 with its transparency set to on 47 00:01:48,533 --> 00:01:50,566 so then we have an alpha channel 48 00:01:50,566 --> 00:01:52,699 to be able to utilize within nuke 49 00:01:52,766 --> 00:01:54,199 so if we go to file 50 00:01:54,333 --> 00:01:55,066 and apologies 51 00:01:55,066 --> 00:01:56,766 you won't be able to see all of the menu 52 00:01:56,766 --> 00:01:57,766 but you go to file 53 00:01:57,766 --> 00:01:58,866 and save as 54 00:01:59,200 --> 00:02:00,800 then you're going to see this 55 00:02:00,800 --> 00:02:02,200 you're going to then 56 00:02:02,700 --> 00:02:03,866 pick where you're going to save it 57 00:02:03,866 --> 00:02:04,466 in this case 58 00:02:04,466 --> 00:02:06,566 I'm going to actually save into a folder called 59 00:02:06,566 --> 00:02:07,533 Matte Painting Elements 60 00:02:07,533 --> 00:02:09,299 which is the same 61 00:02:09,466 --> 00:02:11,399 elements you will be able to reference 62 00:02:11,400 --> 00:02:12,400 for this tutorial 63 00:02:12,533 --> 00:02:15,266 I'm going to change the format to TIFF 64 00:02:15,766 --> 00:02:17,599 and I'm going to set this 65 00:02:17,600 --> 00:02:19,000 I'm gonna call this antenna 66 00:02:19,000 --> 00:02:21,133 but I wanna also specify layers 67 00:02:21,133 --> 00:02:22,466 so what I'm going to do is 68 00:02:22,466 --> 00:02:25,099 I'm going to call this 0 69 00:02:25,100 --> 00:02:26,600 1 underscore 70 00:02:26,700 --> 00:02:28,366 antenna now 71 00:02:28,366 --> 00:02:29,066 the point of this is 72 00:02:29,066 --> 00:02:29,499 I'm gonna say 73 00:02:29,500 --> 00:02:30,700 that's layer 1 74 00:02:30,800 --> 00:02:31,700 and then I'm gonna say 75 00:02:31,700 --> 00:02:33,366 the building is layer 2 76 00:02:33,366 --> 00:02:34,166 now in this case 77 00:02:34,166 --> 00:02:37,466 there's obviously very few layers to deal with 78 00:02:37,466 --> 00:02:38,299 so this is very 79 00:02:38,300 --> 00:02:39,966 a very simple example 80 00:02:39,966 --> 00:02:42,033 but if you're dealing with a lot of 81 00:02:42,166 --> 00:02:44,333 complex matte painting elements 82 00:02:44,333 --> 00:02:46,133 then you're going to really want to make sure 83 00:02:46,133 --> 00:02:47,699 you always name 84 00:02:47,866 --> 00:02:49,399 your layers as you've 85 00:02:49,400 --> 00:02:50,700 as you're extracting them out 86 00:02:50,700 --> 00:02:51,366 of Photoshop 87 00:02:51,366 --> 00:02:52,599 because obviously 88 00:02:52,700 --> 00:02:54,700 when you're compositing them together 89 00:02:54,766 --> 00:02:56,733 the quicker and the easier it is 90 00:02:56,733 --> 00:02:57,866 to be able to identify 91 00:02:57,866 --> 00:02:59,199 the layers that you're working with 92 00:02:59,200 --> 00:03:02,200 will also save you a lot of time and money at the end 93 00:03:02,333 --> 00:03:03,099 so in this case 94 00:03:03,100 --> 00:03:03,866 we're gonna call this 95 00:03:03,866 --> 00:03:05,399 0 1 antenna 96 00:03:05,600 --> 00:03:07,133 I'm going to hit save 97 00:03:07,133 --> 00:03:08,166 and then it's gonna pop up with 98 00:03:08,166 --> 00:03:09,366 TIFF options 99 00:03:09,533 --> 00:03:10,199 you wanna make sure 100 00:03:10,200 --> 00:03:12,300 image compression set to LZW 101 00:03:12,900 --> 00:03:13,733 the pixel order 102 00:03:13,733 --> 00:03:14,533 interleaved 103 00:03:14,533 --> 00:03:15,599 and byte order IBM 104 00:03:15,600 --> 00:03:16,566 that's fine 105 00:03:16,700 --> 00:03:17,800 the thing to note is 106 00:03:17,800 --> 00:03:21,433 you want to make sure that save transparency is check 107 00:03:21,466 --> 00:03:21,966 check marked 108 00:03:21,966 --> 00:03:24,466 that will ensure that you will get an alpha channel 109 00:03:24,466 --> 00:03:26,533 to then bring into nuke 110 00:03:26,533 --> 00:03:27,133 when you're 111 00:03:27,133 --> 00:03:28,766 when you're working with this layer 112 00:03:28,900 --> 00:03:30,366 and then under layer compression 113 00:03:30,366 --> 00:03:32,599 you can just check the discard layers 114 00:03:32,600 --> 00:03:33,466 and save a copy 115 00:03:33,466 --> 00:03:33,933 so basically 116 00:03:33,933 --> 00:03:34,466 what we're doing is 117 00:03:34,466 --> 00:03:34,933 we're ensuring 118 00:03:34,933 --> 00:03:36,433 that any of the other layers 119 00:03:36,566 --> 00:03:37,399 that it has 120 00:03:37,400 --> 00:03:39,166 in the current Photoshop file 121 00:03:39,166 --> 00:03:40,166 will just be discarded 122 00:03:40,166 --> 00:03:41,066 because obviously 123 00:03:41,066 --> 00:03:41,666 they're turned off 124 00:03:41,666 --> 00:03:43,433 so there's no need to save them out 125 00:03:44,000 --> 00:03:44,733 now you just hit that 126 00:03:44,733 --> 00:03:45,666 okay button 127 00:03:45,766 --> 00:03:48,533 you've now saved out your antenna layer 128 00:03:48,533 --> 00:03:49,999 so now we're going to turn that off 129 00:03:50,000 --> 00:03:51,666 and we're gonna turn on the building layer 130 00:03:51,666 --> 00:03:53,033 so now we have our building 131 00:03:53,200 --> 00:03:54,266 let's do the same thing 132 00:03:54,266 --> 00:03:55,999 file save as 133 00:03:56,266 --> 00:03:58,999 and we're going to go back into that same folder 134 00:03:59,100 --> 00:04:00,666 I'm gonna change 135 00:04:00,666 --> 00:04:02,233 the format to TIFF 136 00:04:02,500 --> 00:04:04,800 and then I'm going to call the 0 1 137 00:04:04,800 --> 00:04:06,833 underscore building 138 00:04:07,166 --> 00:04:09,399 and then we're going to hit save 139 00:04:09,666 --> 00:04:10,733 and then we 140 00:04:10,733 --> 00:04:12,066 select that discard layers 141 00:04:12,066 --> 00:04:13,799 and save copy option again 142 00:04:14,100 --> 00:04:14,666 double check 143 00:04:14,666 --> 00:04:17,066 make sure save transparency is checkmarked 144 00:04:17,066 --> 00:04:20,066 and ensure that image compression is set to LZW 145 00:04:20,500 --> 00:04:21,733 press OK now 146 00:04:21,733 --> 00:04:23,366 you've saved out your building 147 00:04:23,966 --> 00:04:25,466 and last but not least 148 00:04:25,466 --> 00:04:27,666 what I'd like to do as well 149 00:04:27,666 --> 00:04:28,733 is actually 150 00:04:28,733 --> 00:04:29,299 what we're gonna do is 151 00:04:29,300 --> 00:04:29,700 we're gonna do 152 00:04:29,700 --> 00:04:31,000 we're gonna do a couple things 153 00:04:31,100 --> 00:04:32,100 what you want to do is 154 00:04:32,100 --> 00:04:34,000 you always wanna save out a master layer 155 00:04:34,000 --> 00:04:35,866 so this would be your reference image 156 00:04:35,866 --> 00:04:36,599 so what I'm gonna do is 157 00:04:36,600 --> 00:04:38,400 I'm gonna do another save as 158 00:04:38,966 --> 00:04:40,899 and go back into that same folder again 159 00:04:40,900 --> 00:04:43,200 and we're gonna pick TIFF 160 00:04:43,200 --> 00:04:44,666 and then I'm going to 161 00:04:44,666 --> 00:04:46,099 call this matte 162 00:04:46,200 --> 00:04:48,833 painting reference 163 00:04:49,500 --> 00:04:50,366 the point of this is 164 00:04:50,366 --> 00:04:50,999 you obviously 165 00:04:51,000 --> 00:04:52,366 want a master image 166 00:04:52,366 --> 00:04:53,799 to be able to bring into nuke 167 00:04:53,800 --> 00:04:54,800 to build a reference 168 00:04:54,800 --> 00:04:56,433 to make sure that your final look 169 00:04:56,533 --> 00:04:57,599 is as close 170 00:04:57,600 --> 00:04:58,966 in comparison 171 00:04:58,966 --> 00:04:59,866 as possible 172 00:04:59,866 --> 00:05:01,399 to the current map 173 00:05:01,400 --> 00:05:02,366 painting so 174 00:05:02,400 --> 00:05:03,333 you can just click 175 00:05:03,333 --> 00:05:03,999 discard layers 176 00:05:04,000 --> 00:05:05,066 and save copy 177 00:05:05,166 --> 00:05:07,099 there's no save transparency turned on 178 00:05:07,100 --> 00:05:08,600 because it's a solid image 179 00:05:08,600 --> 00:05:09,766 so that's fine 180 00:05:10,100 --> 00:05:11,766 and L Z W is good 181 00:05:11,766 --> 00:05:12,866 so hit okay 182 00:05:12,866 --> 00:05:15,099 now we have our reference layer 183 00:05:15,200 --> 00:05:17,400 now the the final thing that I want to do is 184 00:05:17,400 --> 00:05:19,666 I actually want to save out 185 00:05:19,733 --> 00:05:21,466 a few elements 186 00:05:21,566 --> 00:05:22,666 that we can 187 00:05:22,666 --> 00:05:23,699 utilize now 188 00:05:24,000 --> 00:05:25,500 we probably won't use it 189 00:05:25,500 --> 00:05:26,500 but you can see 190 00:05:26,500 --> 00:05:26,966 for instance 191 00:05:26,966 --> 00:05:28,333 right here what the map 192 00:05:28,333 --> 00:05:30,299 painter did was he 193 00:05:30,300 --> 00:05:31,900 for his fog element 194 00:05:31,900 --> 00:05:32,900 he actually 195 00:05:32,900 --> 00:05:35,033 used the alpha channel 196 00:05:35,100 --> 00:05:36,300 of the building 197 00:05:36,300 --> 00:05:38,666 to hold part of that fog inside 198 00:05:38,666 --> 00:05:39,866 so if I turn this on and off 199 00:05:39,866 --> 00:05:40,833 you can see 200 00:05:40,966 --> 00:05:41,933 what's going on there 201 00:05:41,933 --> 00:05:43,099 so this this layer 202 00:05:43,100 --> 00:05:44,666 will probably not 203 00:05:44,666 --> 00:05:45,666 uh be useful 204 00:05:45,666 --> 00:05:47,099 for us in nuke 205 00:05:47,100 --> 00:05:47,900 which is fine 206 00:05:47,900 --> 00:05:48,733 because a lot of times 207 00:05:48,733 --> 00:05:49,866 when you're dealing with fog 208 00:05:49,866 --> 00:05:50,599 and things like that 209 00:05:50,600 --> 00:05:51,300 where you're just kind of 210 00:05:51,300 --> 00:05:52,900 milking up an image 211 00:05:52,900 --> 00:05:54,533 you're probably going to create that 212 00:05:54,533 --> 00:05:55,199 utilizing some 213 00:05:55,200 --> 00:05:56,000 row shapes in nuke 214 00:05:56,000 --> 00:05:57,566 as well but 215 00:05:57,566 --> 00:05:59,199 for the sake of referencing 216 00:05:59,200 --> 00:06:00,666 let's just create these layers 217 00:06:00,666 --> 00:06:01,466 so that we know 218 00:06:01,466 --> 00:06:02,733 kind of as a framework 219 00:06:02,733 --> 00:06:03,866 where to place them 220 00:06:03,866 --> 00:06:05,866 so I'm actually going to turn on 221 00:06:05,866 --> 00:06:08,333 the foreground warm layer 222 00:06:08,333 --> 00:06:09,133 I'm gonna turn off 223 00:06:09,133 --> 00:06:10,199 the background 224 00:06:10,466 --> 00:06:11,533 and so that looks like 225 00:06:11,533 --> 00:06:12,866 it's just a solid color 226 00:06:12,866 --> 00:06:13,933 so that's fine 227 00:06:13,933 --> 00:06:14,999 we'll probably also 228 00:06:15,000 --> 00:06:15,966 create this 229 00:06:15,966 --> 00:06:17,066 utilizing our 230 00:06:17,066 --> 00:06:18,133 roto shapes 231 00:06:18,133 --> 00:06:19,299 but for the moment 232 00:06:19,300 --> 00:06:20,600 just for referencing 233 00:06:20,600 --> 00:06:22,166 let's let's make sure we 234 00:06:22,166 --> 00:06:23,799 put all of the layers in 235 00:06:23,800 --> 00:06:25,166 so I'm gonna call this 236 00:06:25,166 --> 00:06:27,633 0 3 underscore 237 00:06:27,933 --> 00:06:30,333 foreground dash 238 00:06:30,333 --> 00:06:32,866 warm and then 239 00:06:32,866 --> 00:06:34,499 we will save that out 240 00:06:35,133 --> 00:06:36,299 and that's going to 241 00:06:36,300 --> 00:06:37,600 have the same exact settings 242 00:06:37,600 --> 00:06:38,466 where you discard layers 243 00:06:38,466 --> 00:06:39,366 save a copy 244 00:06:39,366 --> 00:06:40,566 save transparency 245 00:06:40,566 --> 00:06:42,033 LZW compression 246 00:06:42,200 --> 00:06:43,766 press okay then 247 00:06:43,766 --> 00:06:45,133 the last one we'll do here 248 00:06:45,133 --> 00:06:46,133 is the fog layer 249 00:06:46,133 --> 00:06:46,866 which obviously 250 00:06:46,866 --> 00:06:47,499 you can't really 251 00:06:47,500 --> 00:06:48,566 see it against 252 00:06:48,566 --> 00:06:49,766 the checkerboard background 253 00:06:49,766 --> 00:06:50,566 but it's there 254 00:06:50,800 --> 00:06:51,766 so we're gonna do 255 00:06:51,766 --> 00:06:52,333 the same thing 256 00:06:52,333 --> 00:06:53,233 that we just did 257 00:06:54,333 --> 00:06:55,799 select your location 258 00:06:56,400 --> 00:06:57,666 set it to TIFF 259 00:06:58,000 --> 00:06:59,966 and I'm gonna call that 0 4 260 00:06:59,966 --> 00:07:01,766 underscore fog 261 00:07:02,133 --> 00:07:02,999 and if anything 262 00:07:03,000 --> 00:07:03,933 this is also just 263 00:07:03,933 --> 00:07:04,933 a reminder to you 264 00:07:04,933 --> 00:07:05,599 when you're setting up 265 00:07:05,600 --> 00:07:06,500 your nuke comp 266 00:07:06,500 --> 00:07:07,333 to say oh yeah 267 00:07:07,333 --> 00:07:07,699 that's right 268 00:07:07,700 --> 00:07:08,766 I need to create that later on 269 00:07:08,766 --> 00:07:09,833 so you don't forget 270 00:07:09,933 --> 00:07:10,799 obviously you have 271 00:07:10,800 --> 00:07:11,700 your master reference 272 00:07:11,700 --> 00:07:13,000 that you're checking it against 273 00:07:13,000 --> 00:07:14,366 but sometimes 274 00:07:14,366 --> 00:07:15,299 it's just good 275 00:07:15,300 --> 00:07:16,500 extra visual cues 276 00:07:16,500 --> 00:07:17,066 to remind you 277 00:07:17,066 --> 00:07:18,566 to do certain tasks 278 00:07:18,900 --> 00:07:19,733 when things get busy 279 00:07:19,733 --> 00:07:20,566 and things are crazy 280 00:07:20,566 --> 00:07:21,399 sometimes it's better 281 00:07:21,400 --> 00:07:22,700 just to have that there 282 00:07:22,700 --> 00:07:24,100 just ensure you're 283 00:07:24,266 --> 00:07:25,633 you're covering your bases 284 00:07:25,800 --> 00:07:26,866 so obviously 285 00:07:26,866 --> 00:07:27,366 we've checked 286 00:07:27,366 --> 00:07:28,366 everything's good to go 287 00:07:28,366 --> 00:07:30,299 LZW again save 288 00:07:30,300 --> 00:07:31,100 transparency into 289 00:07:31,100 --> 00:07:31,733 start layers 290 00:07:31,733 --> 00:07:32,866 and save a copy press 291 00:07:32,866 --> 00:07:34,366 okay alright 292 00:07:34,366 --> 00:07:35,066 so now we're 293 00:07:35,066 --> 00:07:36,099 basically ready 294 00:07:36,100 --> 00:07:37,400 to bring our 295 00:07:37,400 --> 00:07:38,800 layers into nuke 296 00:07:38,966 --> 00:07:40,599 now one last thing to note 297 00:07:40,600 --> 00:07:41,466 in the map painting 298 00:07:41,466 --> 00:07:42,166 we have that brightness 299 00:07:42,166 --> 00:07:43,499 contrast adjustment 300 00:07:43,500 --> 00:07:45,166 that's happening at the top 301 00:07:45,166 --> 00:07:46,599 over all layers 302 00:07:46,733 --> 00:07:47,199 now obviously 303 00:07:47,200 --> 00:07:47,966 that's not a layer 304 00:07:47,966 --> 00:07:48,699 we're going to ex 305 00:07:48,700 --> 00:07:49,866 be able to export out 306 00:07:49,866 --> 00:07:50,399 I can't really 307 00:07:50,400 --> 00:07:51,166 just say okay 308 00:07:51,166 --> 00:07:52,466 let's export this out 309 00:07:52,533 --> 00:07:54,066 but what we can do 310 00:07:54,600 --> 00:07:55,566 is just make a 311 00:07:55,566 --> 00:07:56,133 mental note 312 00:07:56,133 --> 00:07:57,099 or you can write it down 313 00:07:57,100 --> 00:07:57,866 on a piece of paper 314 00:07:57,866 --> 00:07:58,266 when you're 315 00:07:58,266 --> 00:07:58,799 taking notes 316 00:07:58,800 --> 00:07:59,766 on your shot 317 00:07:59,800 --> 00:08:01,000 to remind yourself that 318 00:08:01,000 --> 00:08:02,233 you need to 319 00:08:02,400 --> 00:08:03,566 make sure that you're 320 00:08:03,566 --> 00:08:04,199 you're doing 321 00:08:04,200 --> 00:08:04,766 some sort of 322 00:08:04,766 --> 00:08:05,799 a similar setup 323 00:08:05,800 --> 00:08:06,600 in nuke where 324 00:08:06,600 --> 00:08:06,966 you're doing a 325 00:08:06,966 --> 00:08:07,666 color correction 326 00:08:07,666 --> 00:08:08,199 at the end of 327 00:08:08,200 --> 00:08:08,700 the comp to 328 00:08:08,700 --> 00:08:10,466 to match that look 329 00:08:10,533 --> 00:08:10,899 you can see 330 00:08:10,900 --> 00:08:11,666 when I turn it off 331 00:08:11,666 --> 00:08:12,899 it's just basically 332 00:08:13,533 --> 00:08:14,433 making just 333 00:08:14,533 --> 00:08:15,399 just a little more 334 00:08:15,400 --> 00:08:16,666 contrast in 335 00:08:16,666 --> 00:08:17,133 the overall 336 00:08:17,133 --> 00:08:18,166 image anyway 337 00:08:18,166 --> 00:08:19,333 so let's go 338 00:08:19,333 --> 00:08:20,199 into nuke now 339 00:08:20,200 --> 00:08:21,100 and we can bring in 340 00:08:21,100 --> 00:08:22,066 those elements 341 00:08:22,066 --> 00:08:24,299 so I'm going to 342 00:08:24,733 --> 00:08:26,066 bring up nuke here 343 00:08:26,066 --> 00:08:28,066 and just layer 344 00:08:28,100 --> 00:08:28,766 line that up 345 00:08:28,766 --> 00:08:29,399 make sure you guys 346 00:08:29,400 --> 00:08:30,800 can see now 347 00:08:30,800 --> 00:08:31,733 what we're going to do is 348 00:08:31,733 --> 00:08:33,066 we're going to bring in 349 00:08:33,300 --> 00:08:33,800 the elements 350 00:08:33,800 --> 00:08:34,733 that we just 351 00:08:34,733 --> 00:08:36,999 created in Photoshop 352 00:08:37,066 --> 00:08:38,533 so what you're going to do is 353 00:08:38,533 --> 00:08:39,299 you're going to go in 354 00:08:39,300 --> 00:08:40,600 your file browser 355 00:08:40,766 --> 00:08:42,599 and you're going to 356 00:08:42,600 --> 00:08:43,166 navigate to 357 00:08:43,166 --> 00:08:43,966 that same folder 358 00:08:43,966 --> 00:08:45,066 that you just saved out 359 00:08:45,066 --> 00:08:45,566 you're going to 360 00:08:45,566 --> 00:08:46,833 select all those 361 00:08:47,100 --> 00:08:48,966 those layer files 362 00:08:49,200 --> 00:08:50,000 and you're going to 363 00:08:50,000 --> 00:08:51,000 drag them into 364 00:08:51,000 --> 00:08:51,800 your nodegraph 365 00:08:51,800 --> 00:08:53,866 view you drop 366 00:08:53,866 --> 00:08:54,466 drop them in 367 00:08:54,466 --> 00:08:55,499 you can see that now 368 00:08:55,500 --> 00:08:56,533 nodes have been read 369 00:08:56,533 --> 00:08:57,866 nodes have been created 370 00:08:58,166 --> 00:08:59,533 and if we view 371 00:08:59,533 --> 00:09:00,133 any of these 372 00:09:00,133 --> 00:09:00,566 we'll actually 373 00:09:00,566 --> 00:09:01,366 be able to see 374 00:09:01,366 --> 00:09:02,866 in nuke the 375 00:09:02,866 --> 00:09:03,666 the final map paint 376 00:09:03,666 --> 00:09:04,299 so for instance 377 00:09:04,300 --> 00:09:04,800 here's our map 378 00:09:04,800 --> 00:09:05,900 painting reference 379 00:09:06,133 --> 00:09:07,533 so we're good to go on that 380 00:09:07,533 --> 00:09:08,199 so that's good 381 00:09:08,200 --> 00:09:09,266 so that's what our 382 00:09:09,266 --> 00:09:10,199 our master reference 383 00:09:10,200 --> 00:09:11,366 is going to be 384 00:09:11,400 --> 00:09:12,533 to ensure that 385 00:09:12,533 --> 00:09:13,666 we are following 386 00:09:13,666 --> 00:09:14,166 the framework 387 00:09:14,166 --> 00:09:15,399 we need and then 388 00:09:15,400 --> 00:09:15,966 we have our 389 00:09:15,966 --> 00:09:16,599 various other 390 00:09:16,600 --> 00:09:17,400 elements of course 391 00:09:17,400 --> 00:09:18,100 our building 392 00:09:18,100 --> 00:09:19,066 our antenna 393 00:09:19,100 --> 00:09:20,300 and our fog 394 00:09:20,300 --> 00:09:21,266 and foreground layers 395 00:09:21,266 --> 00:09:22,266 so if I just 396 00:09:22,466 --> 00:09:23,166 zoom in on this 397 00:09:23,166 --> 00:09:24,599 really quickly here 398 00:09:24,733 --> 00:09:25,366 we'll just do 399 00:09:25,366 --> 00:09:26,699 a quick setup 400 00:09:26,700 --> 00:09:29,600 so antenna building 401 00:09:30,933 --> 00:09:33,433 foreground warm and fog 402 00:09:33,700 --> 00:09:35,400 and I'm gonna put just a quick little 403 00:09:35,400 --> 00:09:38,000 a quick uh merge 404 00:09:38,000 --> 00:09:41,833 so the building is gonna go over the antenna 405 00:09:42,566 --> 00:09:47,933 and then we're going to ensure that everything lines up 406 00:09:47,933 --> 00:09:52,366 by just doing a quick composite of our images 407 00:09:53,333 --> 00:09:54,899 so there we go 408 00:09:55,400 --> 00:09:57,100 let's just put everything together 409 00:09:57,866 --> 00:09:59,999 I like to have things evenly spaced 410 00:10:00,000 --> 00:10:00,566 looks a little 411 00:10:00,566 --> 00:10:01,966 looks a little more tidy 412 00:10:02,266 --> 00:10:04,266 now if we view obviously 413 00:10:04,266 --> 00:10:06,966 the one thing we're missing is our background element 414 00:10:06,966 --> 00:10:07,599 which is fine 415 00:10:07,600 --> 00:10:09,900 because what we'll do just for a quick temp 416 00:10:11,166 --> 00:10:11,699 actually no 417 00:10:11,700 --> 00:10:12,566 that's not gonna work 418 00:10:12,566 --> 00:10:15,133 because we already have our fog and everything added 419 00:10:15,133 --> 00:10:17,666 but what we can do is we will bring in 420 00:10:17,666 --> 00:10:18,533 in our next lesson 421 00:10:18,533 --> 00:10:21,033 we will bring in the image sequence 422 00:10:21,200 --> 00:10:24,166 um and then we will be able to determine 423 00:10:24,166 --> 00:10:25,399 that everything matches up 424 00:10:25,400 --> 00:10:26,266 and at that point 425 00:10:26,266 --> 00:10:32,299 we will begin to build our actual 3D scene with a nuke 426 00:10:32,466 --> 00:10:34,199 as well as discussing our cramp 427 00:10:34,200 --> 00:10:35,266 camera tracking 428 00:10:35,266 --> 00:10:37,266 and progress into the more fun 429 00:10:37,266 --> 00:10:40,466 exciting part of this entire course 430 00:10:40,766 --> 00:10:41,999 so to do a quick recap 431 00:10:42,000 --> 00:10:42,600 in this lesson 432 00:10:42,600 --> 00:10:43,133 we will just 433 00:10:43,133 --> 00:10:46,533 have just discussed how to create and exported 434 00:10:46,533 --> 00:10:49,299 the needed matte painting elements out of Photoshop 435 00:10:49,400 --> 00:10:53,466 and then brought them here into nuke and set it up 436 00:10:53,466 --> 00:10:54,399 ready to go 437 00:10:54,400 --> 00:10:59,166 for us to take it into a 3D setup 438 00:10:59,400 --> 00:11:00,766 along with our camera tracking 439 00:11:00,766 --> 00:11:03,499 and other various steps needed 27201

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.