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These are the user uploaded subtitles that are being translated: 1 00:00:05,933 --> 00:00:07,000 hello ladies and gentlemen 2 00:00:07,000 --> 00:00:08,466 Charles Lapage here 3 00:00:08,466 --> 00:00:11,433 um welcome to class 9 um 4 00:00:11,466 --> 00:00:12,466 this is gonna begin 5 00:00:12,466 --> 00:00:14,133 the summation of our semester so far 6 00:00:14,133 --> 00:00:15,833 hope you guys have been enjoying it 7 00:00:15,900 --> 00:00:18,733 uh and we are gonna apply the wealth of knowledge that 8 00:00:18,733 --> 00:00:20,766 you have Learned thus far to this shot 9 00:00:20,766 --> 00:00:22,466 from beginning to end uh 10 00:00:22,466 --> 00:00:25,066 this is some local footage that I took here in Boston 11 00:00:25,066 --> 00:00:27,466 uh this is the long fella bridge and uh 12 00:00:27,466 --> 00:00:29,533 I'd like to make this a tribute to 13 00:00:29,533 --> 00:00:30,600 uh Bob Hoover 14 00:00:30,600 --> 00:00:33,166 so we are gonna turn the scene into 15 00:00:33,166 --> 00:00:35,266 sort of a World War 2 esque scene 16 00:00:35,600 --> 00:00:38,900 um we'll put some CG elements in there uh 17 00:00:38,900 --> 00:00:40,300 talk a little bit about uh 18 00:00:40,300 --> 00:00:41,533 the color correction process 19 00:00:41,533 --> 00:00:43,600 setting everything up and uh 20 00:00:43,866 --> 00:00:46,766 delegating out work for the visual effects pipeline 21 00:00:47,266 --> 00:00:49,866 and then in Class 10 22 00:00:49,866 --> 00:00:52,066 we'll composite it all together and uh 23 00:00:52,800 --> 00:00:54,200 hopefully have a pretty good looking shot 24 00:00:54,200 --> 00:00:55,600 at the end of it all here 25 00:00:56,766 --> 00:00:58,300 the cool thing about this shot 26 00:00:58,400 --> 00:01:00,466 is that we have free range 27 00:01:00,466 --> 00:01:02,600 we can do pretty much whatever we want 28 00:01:02,700 --> 00:01:06,300 um and when I'm in charge of a shot like this it's uh 29 00:01:06,300 --> 00:01:10,200 it's easy to let imagination get the best of you uh 30 00:01:10,266 --> 00:01:11,933 imagination is a very important part 31 00:01:11,933 --> 00:01:14,533 you wanna you wanna use it to your advantage 32 00:01:14,533 --> 00:01:16,533 but the thing to keep in mind when you're doing 33 00:01:16,533 --> 00:01:18,100 all that imagining is 34 00:01:18,100 --> 00:01:19,233 uh a timeline 35 00:01:19,400 --> 00:01:20,766 you wanna make sure that 36 00:01:20,766 --> 00:01:23,100 you're gonna be able to accomplish the amount of work 37 00:01:23,133 --> 00:01:26,366 uh in the amount of time that you're allotted 38 00:01:26,400 --> 00:01:28,366 you wanna make sure that if you cannot do it yourself 39 00:01:28,366 --> 00:01:30,433 that you have the ability to delegate 40 00:01:30,733 --> 00:01:33,100 it out to people that can help you accomplish 41 00:01:33,100 --> 00:01:35,500 the goal in the time that you need it and uh 42 00:01:35,500 --> 00:01:38,266 make sure that you have the resources to get it done uh 43 00:01:38,266 --> 00:01:39,066 in the time 44 00:01:39,066 --> 00:01:40,300 time frame uh 45 00:01:40,300 --> 00:01:41,266 that being said 46 00:01:41,266 --> 00:01:44,733 and with that lurking in the back of our minds uh 47 00:01:44,733 --> 00:01:46,266 the next thing I like to do is 48 00:01:46,266 --> 00:01:48,066 sort of set up a mood for the shot 49 00:01:48,333 --> 00:01:49,700 we got the plate here 50 00:01:49,866 --> 00:01:51,800 which is pretty nice plate to begin with 51 00:01:51,800 --> 00:01:54,133 so we don't have too much work to do with it 52 00:01:54,133 --> 00:01:57,600 but I like to give it an initial color grade and 53 00:01:57,800 --> 00:01:59,233 maybe perhaps a crop 54 00:01:59,300 --> 00:02:01,200 and just kind of help my imagination 55 00:02:01,300 --> 00:02:02,700 see where we're gonna go with this shot 56 00:02:02,700 --> 00:02:05,566 and so to develop a little bit of a style 57 00:02:05,566 --> 00:02:07,600 which may change as we add elements 58 00:02:07,600 --> 00:02:10,100 um we'll see 59 00:02:11,000 --> 00:02:11,566 so with that 60 00:02:11,566 --> 00:02:11,900 we're gonna 61 00:02:11,900 --> 00:02:13,800 get into color grading this plate a little bit 62 00:02:13,800 --> 00:02:14,966 I'd like to 63 00:02:14,966 --> 00:02:15,700 it's pretty 64 00:02:15,700 --> 00:02:17,500 pretty cool at the moment and the 65 00:02:17,533 --> 00:02:18,600 the blacks are really dark 66 00:02:18,600 --> 00:02:19,866 so I wouldn't mind bringing up 67 00:02:19,866 --> 00:02:21,400 the blacks on this bridge and 68 00:02:21,733 --> 00:02:24,200 uh maybe the game down in the sky 69 00:02:24,200 --> 00:02:27,666 and perhaps on the water a little bit and uh 70 00:02:27,666 --> 00:02:29,166 maybe desaturate it 71 00:02:29,166 --> 00:02:31,433 and we'll see where we can go with it 72 00:02:33,066 --> 00:02:35,400 okay so now that we have a goal in mind 73 00:02:35,400 --> 00:02:37,966 we're gonna uh do a quick 74 00:02:37,966 --> 00:02:40,133 quick and dirty color correction on this guy and uh 75 00:02:40,133 --> 00:02:41,000 get us in the mood 76 00:02:41,000 --> 00:02:41,966 so we're uh 77 00:02:42,500 --> 00:02:44,300 giving the lights and lighting the candles 78 00:02:44,300 --> 00:02:46,666 so we're gonna start by uh 79 00:02:46,966 --> 00:02:48,100 creating some mats 80 00:02:48,100 --> 00:02:50,533 um because it's gonna be pretty tough to get this on in 81 00:02:50,533 --> 00:02:51,966 uh one color correction 82 00:02:51,966 --> 00:02:55,066 so we'll start by um 83 00:02:56,266 --> 00:02:57,466 making a map for our sky 84 00:02:57,466 --> 00:03:00,033 so with a quick lumic here 85 00:03:00,300 --> 00:03:01,600 we'll grab that 86 00:03:01,966 --> 00:03:03,766 take a quick look at our alpha 87 00:03:04,600 --> 00:03:08,433 and we'll hammer away on this until 88 00:03:11,066 --> 00:03:14,633 with a quick and dirty key for our sky 89 00:03:15,166 --> 00:03:16,566 check it at the end there 90 00:03:17,300 --> 00:03:18,900 make sure it's still gonna work 91 00:03:18,933 --> 00:03:20,966 just crank down on that one 92 00:03:22,500 --> 00:03:25,233 maybe let off on that end okay 93 00:03:25,666 --> 00:03:30,066 and Matt out the bottom here with a roto node 94 00:03:35,266 --> 00:03:38,400 get a little bit of our edge in there okay 95 00:03:40,866 --> 00:03:44,000 and we'll turn our shape color to black 96 00:03:44,600 --> 00:03:46,400 so there's our sky mat 97 00:03:46,733 --> 00:03:50,333 uh now we're gonna go on and make a bridge mat 98 00:03:50,333 --> 00:03:51,833 we'll bring this over to the side 99 00:03:53,266 --> 00:03:55,533 and in order to do the bridge mat 100 00:03:55,533 --> 00:03:59,233 we are just going to add an invert to this guy 101 00:04:02,966 --> 00:04:05,633 here that'll give us our bridge mount 102 00:04:06,400 --> 00:04:08,133 and now we can start color correcting 103 00:04:08,133 --> 00:04:09,666 I'm gonna leave these external 104 00:04:09,666 --> 00:04:10,866 you could embed the channels 105 00:04:10,866 --> 00:04:13,400 uh like Jeremy taught you last week 106 00:04:13,400 --> 00:04:15,933 um but just so that when I come back to this 107 00:04:15,933 --> 00:04:18,133 I I prefer graphical approach 108 00:04:18,133 --> 00:04:19,200 so I'm gonna leave 109 00:04:19,533 --> 00:04:24,366 uh my grades with just some uh mask inputs 110 00:04:24,500 --> 00:04:29,166 so I'm gonna input my mat to the sky there 111 00:04:29,400 --> 00:04:31,966 and when I grade something like a a sky like this 112 00:04:31,966 --> 00:04:34,300 if I just uh quickly grade it 113 00:04:34,533 --> 00:04:36,633 uh it's gonna be hard to make 114 00:04:36,666 --> 00:04:38,866 everything uh line up here 115 00:04:38,866 --> 00:04:40,266 so we're gonna grade the sky first 116 00:04:40,266 --> 00:04:41,366 and we're gonna put the 117 00:04:41,666 --> 00:04:43,600 uh grade four 118 00:04:44,533 --> 00:04:46,066 before the tower is back on top 119 00:04:46,066 --> 00:04:47,366 so we're gonna take a quick look at that 120 00:04:47,366 --> 00:04:48,966 and we're probably gonna blur this mat 121 00:04:48,966 --> 00:04:51,833 it's a little uh harsh from the inside 122 00:04:52,066 --> 00:04:53,700 so we'll just really give it a 123 00:04:53,733 --> 00:04:56,166 give it a good blur by adding a blur node 124 00:04:56,933 --> 00:04:58,100 cranking that up 125 00:05:03,066 --> 00:05:04,666 and then we can bring our 126 00:05:05,900 --> 00:05:07,633 white point up a little bit 127 00:05:09,266 --> 00:05:10,566 and our gain down 128 00:05:13,766 --> 00:05:16,066 add a little bit of depth in there with our multiply 129 00:05:16,766 --> 00:05:18,200 alright and 130 00:05:18,366 --> 00:05:20,133 now I wanna bring some of the blacks up in the bridge 131 00:05:20,133 --> 00:05:21,333 like I've mentioned before 132 00:05:21,333 --> 00:05:23,700 so we're gonna add another grade note here 133 00:05:24,400 --> 00:05:29,100 pipe in my channel for the bridge 134 00:05:30,500 --> 00:05:32,500 and mess around with my black point 135 00:05:33,933 --> 00:05:36,200 just see if I can see what I can get out of there 136 00:05:36,366 --> 00:05:39,166 that'll bring my shadowy areas up 137 00:05:40,366 --> 00:05:41,866 and perhaps we can 138 00:05:44,766 --> 00:05:46,700 add a little bit of color into that 139 00:05:48,466 --> 00:05:53,633 ever so slightly what this is a really sensitive one so 140 00:05:54,766 --> 00:05:56,366 you want to be careful with that 141 00:06:01,900 --> 00:06:03,600 and we just wanna get a little bit more detail 142 00:06:03,600 --> 00:06:04,000 out of there 143 00:06:04,000 --> 00:06:07,233 which we have uh will mess around with our multiply bit 144 00:06:07,766 --> 00:06:09,233 here as well 145 00:06:12,300 --> 00:06:13,533 and maybe we can 146 00:06:13,533 --> 00:06:16,066 desaturate the whole thing towards the end here 147 00:06:17,333 --> 00:06:21,033 um and adjust our gamma here 148 00:06:21,100 --> 00:06:23,033 add a little bit of green in our gamma 149 00:06:24,366 --> 00:06:25,300 and 150 00:06:26,533 --> 00:06:30,000 lift it a bit ever so slightly we don't wanna break it 151 00:06:30,000 --> 00:06:35,433 we wanna keep the sky in the bridge consistent um so 152 00:06:38,133 --> 00:06:39,566 bring that up a little bit 153 00:06:39,966 --> 00:06:41,966 and we'll take a look at our 1 and two 154 00:06:46,566 --> 00:06:48,833 and that's getting there then we'll also 155 00:06:50,100 --> 00:06:52,766 add a grade and another roto node 156 00:07:04,166 --> 00:07:06,666 feather it on the negative 157 00:07:08,400 --> 00:07:12,100 take a look at our grade and gain down our water 158 00:07:14,200 --> 00:07:16,800 break it bring it back 159 00:07:25,300 --> 00:07:27,666 and we'll go back to our sky and 160 00:07:28,666 --> 00:07:30,200 mess around with our gamma a little bit 161 00:07:30,200 --> 00:07:32,200 maybe we can add some orange to it 162 00:07:36,166 --> 00:07:37,100 see what's happening here 163 00:07:37,100 --> 00:07:38,866 what happens if we take off this 164 00:07:39,700 --> 00:07:41,366 so there you can see what I was talking about with 165 00:07:41,366 --> 00:07:43,033 the harshness between the mats 166 00:07:43,166 --> 00:07:46,566 so we'll leave the blur on for the time being 167 00:07:46,933 --> 00:07:49,200 since this is just a quick and dirty one 168 00:07:50,333 --> 00:07:52,100 add a little bit of orange 169 00:07:56,300 --> 00:07:57,700 a little bit of green 170 00:08:04,133 --> 00:08:06,166 and we're gonna wanna fix this mat here 171 00:08:06,166 --> 00:08:08,966 so we're gonna know that this bridge needs to go to 172 00:08:08,966 --> 00:08:11,066 the roto department as soon as possible 173 00:08:11,300 --> 00:08:13,166 and hopefully you're already getting the 174 00:08:13,366 --> 00:08:15,100 shot tracked by this point 175 00:08:15,400 --> 00:08:17,600 so we'll bring that 176 00:08:17,766 --> 00:08:18,833 around here 177 00:08:19,466 --> 00:08:21,000 just for the steel frame 178 00:08:21,133 --> 00:08:22,133 cause what we're gonna do 179 00:08:22,133 --> 00:08:23,166 the idea for 180 00:08:23,333 --> 00:08:25,900 for this whole process is to get out a steel frame 181 00:08:25,900 --> 00:08:28,400 um that we can make a style frame from 182 00:08:28,666 --> 00:08:30,466 and then uh 183 00:08:30,466 --> 00:08:32,100 that way it'll help us delegate our work 184 00:08:32,100 --> 00:08:33,566 and figure out what we need to do 185 00:08:33,666 --> 00:08:37,000 uh to get the shot completed on time so 186 00:08:38,466 --> 00:08:39,966 now we're getting closer to something that 187 00:08:39,966 --> 00:08:43,200 that's a little bit more uh intimate 188 00:08:43,700 --> 00:08:47,100 and uh World War World War 2 esque 189 00:08:47,133 --> 00:08:49,966 will add a saturation note at the end here 190 00:08:51,166 --> 00:08:53,833 and just desaturated ever so slightly 191 00:08:56,566 --> 00:08:58,933 cool so I'm getting pretty happy with that 192 00:08:58,933 --> 00:09:00,933 look at the difference between the one and the two 193 00:09:00,933 --> 00:09:04,666 just a little bit more friendly on the eyes um 194 00:09:04,800 --> 00:09:07,400 maybe we took that saturation a little too far 195 00:09:09,300 --> 00:09:11,200 still want a little bit of color in there 196 00:09:12,066 --> 00:09:15,366 so maybe a point eight five will do it 197 00:09:20,600 --> 00:09:23,233 alright kinda get some of that uh 198 00:09:23,366 --> 00:09:24,700 brightness out of the sky that I 199 00:09:24,700 --> 00:09:26,900 wasn't feeling so much beforehand 200 00:09:27,400 --> 00:09:30,933 so we'll go back through here and label our grades if 201 00:09:30,933 --> 00:09:33,433 uh if we get if we think we're gonna come back to this 202 00:09:33,500 --> 00:09:34,933 but we'll stick uh 203 00:09:34,933 --> 00:09:37,366 stick to a frame like this and and make a 204 00:09:37,600 --> 00:09:40,766 a concept frame and then send it out to CG mat 205 00:09:40,766 --> 00:09:41,966 painting and roto 206 00:09:43,600 --> 00:09:44,566 so 207 00:09:47,500 --> 00:09:51,100 also just to help uh on the composition front um 208 00:09:51,200 --> 00:09:53,200 we'll add a little bit of a crop node 209 00:09:54,266 --> 00:09:58,100 no just help us design our our shot a little bit better 210 00:10:00,700 --> 00:10:02,100 turn our overlay on 211 00:10:03,666 --> 00:10:07,700 oh and our project settings aren't correct so 212 00:10:19,733 --> 00:10:20,866 and that probably means that 213 00:10:20,866 --> 00:10:24,100 our Mets are all over the place nope okay 214 00:10:24,666 --> 00:10:26,800 so we're just gonna crop the sky in a little bit 215 00:10:26,800 --> 00:10:28,500 and a lot of this foreground water 216 00:10:28,500 --> 00:10:30,066 lower that bridge on the 217 00:10:30,300 --> 00:10:33,333 horizon to us so 218 00:10:33,333 --> 00:10:35,833 maybe we can even leave a little bit more sky in there 219 00:10:36,666 --> 00:10:39,466 and get rid of our bin here 220 00:10:40,066 --> 00:10:40,666 take a look 221 00:10:40,666 --> 00:10:41,566 and we got a pretty good 222 00:10:41,566 --> 00:10:43,300 looking shot coming along there 223 00:10:43,466 --> 00:10:46,300 so I'm gonna take this into Photoshop and I'm gonna uh 224 00:10:46,300 --> 00:10:47,933 do a little bit of painting uh 225 00:10:47,933 --> 00:10:49,200 just for the one still frame 226 00:10:49,200 --> 00:10:51,600 so that then we can discuss some uh 227 00:10:51,900 --> 00:10:54,100 some delegation techniques and uh 228 00:10:54,100 --> 00:10:55,000 in the meantime 229 00:10:55,000 --> 00:10:56,400 uh with we sent this 230 00:10:56,400 --> 00:10:58,533 plate off to tracking to get a 3D camera 231 00:10:58,533 --> 00:11:00,766 since we're gonna be adding so many CG elements 232 00:11:00,966 --> 00:11:03,666 and smoke elements and etcetera 233 00:11:03,666 --> 00:11:04,766 and also that way if 234 00:11:04,766 --> 00:11:07,133 if we decided we wanna do a sky replacement 235 00:11:07,133 --> 00:11:09,033 we could easily set it up for that 236 00:11:09,600 --> 00:11:12,700 so I'll be back in a few minutes with a painted frame 237 00:11:12,700 --> 00:11:15,766 and uh we'll discuss from there okay 238 00:11:15,800 --> 00:11:17,700 so just come back from Photoshop 239 00:11:17,700 --> 00:11:20,633 and this is a before and after of uh what we 240 00:11:20,733 --> 00:11:22,400 what we're going for um 241 00:11:22,400 --> 00:11:23,400 I just put some uh 242 00:11:23,400 --> 00:11:24,166 tanks on the bridge 243 00:11:24,166 --> 00:11:24,766 just quickly 244 00:11:24,766 --> 00:11:26,366 didn't wanna waste too much time 245 00:11:26,366 --> 00:11:30,566 um uh added a couple of aeroplanes and um 246 00:11:30,733 --> 00:11:32,133 did a quick map painting for the bridge 247 00:11:32,133 --> 00:11:33,933 and painted out some of these light posts 248 00:11:33,933 --> 00:11:36,500 so now be a good time to uh 249 00:11:36,500 --> 00:11:39,200 to call together the people you think you'd need um 250 00:11:39,200 --> 00:11:41,100 once you've got a timeline laid out for 251 00:11:41,100 --> 00:11:41,933 how much time you need 252 00:11:41,933 --> 00:11:43,800 you can have your camera be tracked 253 00:11:43,800 --> 00:11:44,866 your roto done 254 00:11:44,866 --> 00:11:45,966 your mat paintings done 255 00:11:45,966 --> 00:11:46,700 and your CG 256 00:11:46,700 --> 00:11:48,100 elements sent to CG 257 00:11:48,133 --> 00:11:50,200 all with a frame like this one so that everyone 258 00:11:50,200 --> 00:11:51,966 can kind of understand where they're going 259 00:11:52,100 --> 00:11:56,000 so uh we'll send the tanks on and uh 260 00:11:56,200 --> 00:11:57,766 an airplanes to uh 261 00:11:57,766 --> 00:11:59,066 the CG department 262 00:11:59,600 --> 00:12:03,266 we'll take care of retto and matte paintings and uh 263 00:12:03,566 --> 00:12:04,766 we'll also get someone on 264 00:12:04,766 --> 00:12:07,300 element creation so that when we're ready to comp 265 00:12:07,366 --> 00:12:08,100 the shot together 266 00:12:08,100 --> 00:12:09,333 we have all our elements and uh 267 00:12:09,333 --> 00:12:10,533 we can just spend all our time 268 00:12:10,533 --> 00:12:12,733 concentrating on the composite and not uh 269 00:12:12,733 --> 00:12:14,566 wrangling our images together 270 00:12:14,600 --> 00:12:15,566 so now that we have this frame 271 00:12:15,566 --> 00:12:17,066 we're gonna send our roto off and uh 272 00:12:17,066 --> 00:12:18,566 we'll check in with the roto department 273 00:12:18,566 --> 00:12:21,500 for a pretty cool technique on roto paint for this 274 00:12:21,666 --> 00:12:22,400 kind of shot 275 00:12:22,400 --> 00:12:23,600 that'll really speed it up 276 00:12:23,600 --> 00:12:26,666 and in case you're doing it yourself all right 277 00:12:26,666 --> 00:12:27,800 so we've put our 278 00:12:27,866 --> 00:12:29,500 color correction aside for the time being 279 00:12:29,500 --> 00:12:32,100 and we're over in the Roto paint department 280 00:12:32,300 --> 00:12:33,166 hello it's me 281 00:12:33,166 --> 00:12:35,033 Charles in the Roto paint department 282 00:12:35,400 --> 00:12:38,533 so I came across a pretty neat technique that's 283 00:12:38,533 --> 00:12:39,900 super time saving 284 00:12:40,300 --> 00:12:41,300 for a shot like this 285 00:12:41,300 --> 00:12:42,800 we got a move and 286 00:12:42,800 --> 00:12:43,700 show you go 287 00:12:43,700 --> 00:12:44,900 frame by frame and 288 00:12:45,300 --> 00:12:46,866 sort of work out the jitter and stuff 289 00:12:46,866 --> 00:12:47,566 but fortunately 290 00:12:47,566 --> 00:12:50,433 we sent this over to tracking um 291 00:12:50,500 --> 00:12:51,566 and Charles 292 00:12:51,566 --> 00:12:53,166 tracked us in the tracking department for us 293 00:12:53,166 --> 00:12:55,300 so we're gonna bring that 294 00:12:56,000 --> 00:12:58,166 track in and uh 295 00:12:58,200 --> 00:12:59,400 use it to help us 296 00:12:59,400 --> 00:13:02,300 roto paint with only a few frames of work 297 00:13:02,400 --> 00:13:05,866 and um I'll show you how to set that up and 298 00:13:06,166 --> 00:13:07,800 get you guys moving on your way to 299 00:13:07,800 --> 00:13:09,200 uh Speedy Roto 300 00:13:09,400 --> 00:13:11,433 and paint when you have a 3D track 301 00:13:12,533 --> 00:13:13,500 we're gonna follow 302 00:13:13,500 --> 00:13:15,733 a similar setup that we uh 303 00:13:15,733 --> 00:13:17,666 use for the projection section 304 00:13:17,666 --> 00:13:19,766 so this should look familiar to you guys from the 305 00:13:19,766 --> 00:13:21,200 2D projection class 306 00:13:21,366 --> 00:13:23,433 and what we've got here is 307 00:13:23,566 --> 00:13:24,633 Projection Node 308 00:13:25,266 --> 00:13:27,833 except instead of being attached to 309 00:13:28,000 --> 00:13:29,666 an unanimated camera 310 00:13:29,966 --> 00:13:31,400 we have our 311 00:13:32,333 --> 00:13:34,000 animated camera that we got from 312 00:13:34,000 --> 00:13:35,300 track and department 313 00:13:35,733 --> 00:13:38,600 thank you Charles and 314 00:13:41,566 --> 00:13:43,566 we got our animated camera here 315 00:13:44,366 --> 00:13:48,100 uh we're going through a we're projecting our plate 316 00:13:48,100 --> 00:13:50,300 through the camera onto our card 317 00:13:50,966 --> 00:13:54,000 and then we're gonna look at our scan line render here 318 00:13:55,566 --> 00:13:59,333 and our card if we open it up in 3D space 319 00:13:59,333 --> 00:14:02,966 you can see just floating in space there and 320 00:14:05,300 --> 00:14:06,700 if we show our camera 321 00:14:10,266 --> 00:14:11,500 you can see what's going on there 322 00:14:11,500 --> 00:14:12,533 we'll highlight our card so 323 00:14:12,533 --> 00:14:14,066 you can actually see what's going on 324 00:14:14,366 --> 00:14:15,633 we're projecting our 325 00:14:16,366 --> 00:14:18,200 plate through a moving camera 326 00:14:18,266 --> 00:14:21,000 our moving plate through a moving camera on 327 00:14:21,766 --> 00:14:23,500 to a card in space 328 00:14:23,700 --> 00:14:25,633 and if you look through the camera 329 00:14:26,866 --> 00:14:29,500 um we're gonna attach our scanline render 330 00:14:29,500 --> 00:14:31,800 I'll explain this reform at note in a minute 331 00:14:32,166 --> 00:14:34,466 uh we're gonna look through a scanline render 332 00:14:35,133 --> 00:14:37,766 and if we set 333 00:14:37,966 --> 00:14:40,633 the scanline render to perspective 334 00:14:41,066 --> 00:14:42,900 uh we're not getting the results we need here 335 00:14:42,900 --> 00:14:45,000 so we need to change this projection mode to UV 336 00:14:45,000 --> 00:14:46,266 like we explained 337 00:14:46,266 --> 00:14:49,700 uh in the 2D2 motion class 338 00:14:50,866 --> 00:14:53,133 um and once we set it to UV 339 00:14:53,133 --> 00:14:55,966 you can see that our card UVs that we're looking 340 00:14:55,966 --> 00:14:58,800 at have created a stabilized plate for us 341 00:14:58,800 --> 00:15:01,100 so just to demonstrate that 342 00:15:01,100 --> 00:15:02,666 we'll put that red dot there 343 00:15:03,733 --> 00:15:05,700 and as you scrub through 344 00:15:06,566 --> 00:15:07,733 uh we're not moving 345 00:15:07,733 --> 00:15:10,566 so now we can paint enroto on this plate 346 00:15:10,566 --> 00:15:13,033 and we are producing a UV texture 347 00:15:13,300 --> 00:15:14,933 and uh when we're finished with our texture 348 00:15:14,933 --> 00:15:18,000 we can project that back onto our card using the apply 349 00:15:18,000 --> 00:15:21,833 material node that we discussed in Class 6 350 00:15:22,133 --> 00:15:25,966 and uh you'll see our results pretty shortly here 351 00:15:25,966 --> 00:15:27,566 so if I uh bring in 352 00:15:28,000 --> 00:15:30,400 demonstrate the rhodo first oh 353 00:15:31,133 --> 00:15:31,933 let me explain this 354 00:15:31,933 --> 00:15:33,533 reform that before I forget 355 00:15:33,533 --> 00:15:36,700 so since our project settings are 6 44 356 00:15:36,700 --> 00:15:39,866 80 um we've got 357 00:15:40,300 --> 00:15:41,933 a pretty small texture 358 00:15:41,933 --> 00:15:44,366 so if we were to reproject that onto a card that's 359 00:15:44,366 --> 00:15:46,300 larger we'd be blowing up the image 360 00:15:46,300 --> 00:15:48,666 so I've attached just a reform that note here 361 00:15:48,800 --> 00:15:50,500 and scaled it up to 3 362 00:15:50,566 --> 00:15:53,200 so then when we look through our scan line render 363 00:15:54,200 --> 00:15:56,866 uh oh we gotta enable that 364 00:15:57,600 --> 00:15:59,100 we've got uh 365 00:15:59,333 --> 00:16:01,066 a format that's uh 366 00:16:01,066 --> 00:16:03,066 three times the size of 367 00:16:03,266 --> 00:16:04,700 uh the one we were piping in there 368 00:16:04,700 --> 00:16:05,266 and so when we 369 00:16:05,266 --> 00:16:06,600 reproject that we won't lose 370 00:16:06,600 --> 00:16:08,733 uh quite as much detail or any 371 00:16:08,733 --> 00:16:10,800 hopefully if everything goes according to plan 372 00:16:11,300 --> 00:16:12,866 so bring in our 373 00:16:13,466 --> 00:16:15,100 trusty Roto paint note again 374 00:16:15,100 --> 00:16:17,533 or I guess you could do this all in one note 375 00:16:17,533 --> 00:16:20,200 we'll split it up for Roto and then one for paint 376 00:16:20,200 --> 00:16:23,266 since we'll probably have to project them separately 377 00:16:23,966 --> 00:16:26,000 um just whoops 378 00:16:26,000 --> 00:16:27,833 just to keep everything clean 379 00:16:28,466 --> 00:16:31,266 so we'll go in here and just to demonstrate 380 00:16:31,666 --> 00:16:32,566 how this is gonna work 381 00:16:32,566 --> 00:16:33,833 we'll draw a quick shape 382 00:16:34,166 --> 00:16:35,466 around our bridge 383 00:16:36,933 --> 00:16:39,100 quick and dirty and then I'll go back and make it neat 384 00:16:39,100 --> 00:16:41,100 so you guys don't have to be 385 00:16:41,733 --> 00:16:44,766 bored by yet another Rotta paint 386 00:16:45,266 --> 00:16:46,666 technique however 387 00:16:46,666 --> 00:16:47,766 this one's super useful 388 00:16:47,766 --> 00:16:49,200 especially when you're freelancing 389 00:16:49,200 --> 00:16:50,633 saving time is key 390 00:16:50,733 --> 00:16:52,100 when you go into someone's office 391 00:16:52,100 --> 00:16:54,433 they've usually called in a freelancer because 392 00:16:54,800 --> 00:16:56,933 it is too busy for the staff to just get it done 393 00:16:56,933 --> 00:16:59,166 so they appreciate it when you can do a lot of stuff 394 00:16:59,166 --> 00:16:59,966 all at once 395 00:16:59,966 --> 00:17:02,066 so here is a fantastic technique 396 00:17:02,500 --> 00:17:04,166 that will allow you to do so 397 00:17:04,266 --> 00:17:05,766 so take a look at our shape 398 00:17:05,966 --> 00:17:07,766 and as we scrub through the timeline 399 00:17:10,766 --> 00:17:13,066 you can see we've got we didn't uh 400 00:17:13,800 --> 00:17:16,000 do a too good of a job on the lens assortion 401 00:17:16,000 --> 00:17:20,066 so uh we may have to animate maybe one or two keys so 402 00:17:20,533 --> 00:17:22,166 we'll set one at the end there 403 00:17:23,533 --> 00:17:25,033 go back to the beginning 404 00:17:25,466 --> 00:17:27,300 and you can see that literally with about 405 00:17:27,300 --> 00:17:28,566 two key frames 406 00:17:29,400 --> 00:17:32,600 we have taken care of our rotor for the bridge 407 00:17:32,600 --> 00:17:35,200 so I'll go ahead and finish up uh 408 00:17:35,366 --> 00:17:37,333 the intricacies to this and 409 00:17:37,333 --> 00:17:40,600 and spend a little bit more time rendering the towers 410 00:17:40,600 --> 00:17:42,166 but while I've got you here 411 00:17:42,166 --> 00:17:44,833 I will also demonstrate a paint technique 412 00:17:45,166 --> 00:17:47,200 that works along the same lines 413 00:17:47,866 --> 00:17:51,400 so bring our Peaky 414 00:17:51,400 --> 00:17:52,966 bringing our Roto paint note 415 00:17:54,133 --> 00:17:55,366 and we'll just take a quick look through 416 00:17:55,366 --> 00:17:57,100 our Roto paint note and I'll uh 417 00:17:59,700 --> 00:18:02,566 show you that all we have to do for this type of shot 418 00:18:02,566 --> 00:18:04,266 we'll get a big brush 419 00:18:06,166 --> 00:18:09,566 and we'll paint these out on this frame 420 00:18:11,200 --> 00:18:13,000 being careful not to 421 00:18:15,666 --> 00:18:17,233 paint anything we don't want 422 00:18:19,166 --> 00:18:20,700 and just a word of warning 423 00:18:20,700 --> 00:18:22,766 before you get too into your paint 424 00:18:23,000 --> 00:18:24,966 make sure you keep checking before the beginning and 425 00:18:24,966 --> 00:18:26,066 end however 426 00:18:26,066 --> 00:18:28,033 if we keep an eye on that lamp post 427 00:18:29,300 --> 00:18:31,500 and we're at the end frame there 428 00:18:33,200 --> 00:18:36,466 let's not forget to set our paint strokes to all 429 00:18:40,100 --> 00:18:43,066 um then when you go back to the beginning 430 00:18:45,766 --> 00:18:48,066 got a tiny little bit more to add 431 00:18:51,700 --> 00:18:52,700 and there we go 432 00:18:53,100 --> 00:18:55,166 you can see our paint uh 433 00:18:55,533 --> 00:18:57,566 translates just as well as our roto 434 00:18:58,100 --> 00:18:59,266 and that's a pretty cool technique 435 00:18:59,266 --> 00:19:01,366 to be able to paint stuff out really quickly 436 00:19:01,466 --> 00:19:03,866 and uh even get into a matte painting 437 00:19:03,866 --> 00:19:05,100 uh that match moves 438 00:19:05,100 --> 00:19:07,900 uh well this way and 439 00:19:08,800 --> 00:19:10,133 uh just a word of warning though 440 00:19:10,133 --> 00:19:11,000 like I was saying 441 00:19:11,000 --> 00:19:12,533 you wanna be careful where you're cloning from 442 00:19:12,533 --> 00:19:13,666 if you take a quick 443 00:19:13,666 --> 00:19:16,400 look at where the black space is coming in from 444 00:19:16,400 --> 00:19:17,266 in our viewer 445 00:19:17,666 --> 00:19:21,000 if I clone on this side of the lamp here 446 00:19:21,100 --> 00:19:25,833 since the black space is gonna move to the right um 447 00:19:26,566 --> 00:19:29,100 my paint stroke will eventually translate to black 448 00:19:29,100 --> 00:19:30,133 so you'll end up with black holes 449 00:19:30,133 --> 00:19:31,900 so make sure you you uh 450 00:19:32,400 --> 00:19:35,200 get your clone source from the left side if uh 451 00:19:35,200 --> 00:19:39,166 if your piece of paint is gonna disappear off a frame 452 00:19:40,966 --> 00:19:43,766 or if you wanna paint in Photoshop and uh reproject 453 00:19:44,066 --> 00:19:45,966 and add that still frame over this 454 00:19:45,966 --> 00:19:47,866 that's fine too um 455 00:19:48,400 --> 00:19:49,900 so then we'll just quickly go over 456 00:19:49,900 --> 00:19:51,500 how to reconnect this 457 00:19:52,200 --> 00:19:54,433 with the apply material 458 00:19:57,300 --> 00:19:59,433 we'll take our material that we painted there 459 00:19:59,966 --> 00:20:01,500 apply it back to our card 460 00:20:04,133 --> 00:20:07,866 got it the same camera here I just cloned that and uh 461 00:20:10,666 --> 00:20:12,433 bring in a new scanline render 462 00:20:12,500 --> 00:20:16,033 attach it to our camera object and scene 463 00:20:16,766 --> 00:20:18,266 and we look through that 464 00:20:19,600 --> 00:20:22,466 we disable and enable our paint node 465 00:20:26,100 --> 00:20:28,200 we've got our paint through the whole scene 466 00:20:28,200 --> 00:20:29,966 back to our original format 467 00:20:30,600 --> 00:20:34,566 and Bob's your uncle or mine anyway 468 00:20:37,800 --> 00:20:40,633 okay so now that we've seen that our Roto paint 469 00:20:40,800 --> 00:20:44,066 uh team is on schedule and gonna be able to 470 00:20:44,400 --> 00:20:46,033 produce some quick maths for us 471 00:20:46,300 --> 00:20:49,000 uh we'll go ahead and uh 472 00:20:49,200 --> 00:20:50,533 start setting up our comp 473 00:20:50,533 --> 00:20:52,366 using a similar method to this 474 00:20:52,366 --> 00:20:53,366 we'll take this 475 00:20:53,700 --> 00:20:56,500 script from our rotor paint department and 476 00:20:56,533 --> 00:20:58,333 we'll get everything in here working so that we 477 00:20:58,333 --> 00:21:00,200 can drop in some steel frames 478 00:21:00,200 --> 00:21:02,966 and while we're waiting for our CG to 479 00:21:03,000 --> 00:21:04,800 come out of the other end of the pipe 480 00:21:05,066 --> 00:21:06,166 we can make sure our 481 00:21:06,166 --> 00:21:08,333 comp's working so that by the time we get the other one 482 00:21:08,333 --> 00:21:10,400 all we have to do is uh drop in our 483 00:21:11,000 --> 00:21:13,066 our footage and 484 00:21:13,300 --> 00:21:16,500 uh work on edges and uh colour 485 00:21:18,600 --> 00:21:20,466 okay I'm back with my rotor paint setup 486 00:21:20,466 --> 00:21:22,433 so you can see we've painted out the uh 487 00:21:22,966 --> 00:21:26,100 the uh traffic lights and um 488 00:21:26,300 --> 00:21:27,266 also all the signs 489 00:21:27,266 --> 00:21:28,866 and stuff that were on the bridge before 490 00:21:28,966 --> 00:21:31,366 um we got a nice looking rotto for 491 00:21:31,466 --> 00:21:33,433 uh anything that we're gonna add to the bridge 492 00:21:33,466 --> 00:21:36,000 so I also painted out this turret because we're gonna 493 00:21:36,000 --> 00:21:37,666 add a piece of that matte painting that uh 494 00:21:37,666 --> 00:21:38,500 I did earlier 495 00:21:38,500 --> 00:21:40,066 so bring that in 496 00:21:40,566 --> 00:21:41,600 and I just attached a little 497 00:21:41,600 --> 00:21:44,166 bit of an animated grid to help it match the plate 498 00:21:44,166 --> 00:21:47,566 so um we're gonna bring in a corner pin here 499 00:21:47,566 --> 00:21:49,233 we'll put a merge node 500 00:21:49,266 --> 00:21:51,266 first so we can see what we're doing 501 00:21:53,166 --> 00:21:54,966 and take a look alright 502 00:21:54,966 --> 00:21:58,500 so disable that from it for the time being 503 00:21:58,500 --> 00:22:00,633 and we'll bring in a corner pin node 504 00:22:02,133 --> 00:22:05,566 and a transform node 505 00:22:06,533 --> 00:22:07,333 and typically 506 00:22:07,333 --> 00:22:09,200 I always put the corner pin before the transform 507 00:22:09,200 --> 00:22:11,600 so that my corner pin stays in the same spot 508 00:22:11,600 --> 00:22:13,666 and then everything's transformed all at once 509 00:22:13,700 --> 00:22:16,900 so in order to get my corner pin into the right place 510 00:22:16,900 --> 00:22:18,200 we're gonna go up here 511 00:22:18,366 --> 00:22:19,700 disable it first 512 00:22:21,066 --> 00:22:24,666 and then we'll go into the from tab and 513 00:22:25,966 --> 00:22:28,233 put our from here 514 00:22:29,933 --> 00:22:30,900 here 515 00:22:32,333 --> 00:22:35,600 and here and that's more or less where we want it to be 516 00:22:36,166 --> 00:22:39,066 and then we'll go to the 2 tab and 517 00:22:40,666 --> 00:22:41,800 do the same 518 00:22:47,766 --> 00:22:50,800 good and then we're gonna bring our 519 00:22:50,800 --> 00:22:51,966 check our corner pin 520 00:22:51,966 --> 00:22:52,866 not too much movement 521 00:22:52,866 --> 00:22:54,000 we're gonna reposition it anyway 522 00:22:54,000 --> 00:22:56,466 so it doesn't matter um 523 00:22:57,533 --> 00:22:59,933 and we'll bring our transform to 524 00:22:59,933 --> 00:23:01,166 the middle of our piece here 525 00:23:01,166 --> 00:23:02,833 whoops with our 526 00:23:03,466 --> 00:23:04,433 command key 527 00:23:05,766 --> 00:23:07,900 and drag it over into the right spot 528 00:23:08,400 --> 00:23:10,033 scale it down a bit 529 00:23:16,366 --> 00:23:18,033 get it into the right position 530 00:23:19,766 --> 00:23:20,866 scale it up 531 00:23:21,400 --> 00:23:22,566 finesse this 532 00:23:23,166 --> 00:23:26,400 actually I'm gonna pull it down so that lines up 533 00:23:27,166 --> 00:23:29,900 right with that other ring the way I painted it 534 00:23:31,966 --> 00:23:34,933 and we'll just adjust the corner pin ever so slightly 535 00:23:34,933 --> 00:23:36,600 till we get what we're looking for 536 00:23:37,000 --> 00:23:38,400 bring this one into 537 00:23:42,166 --> 00:23:45,166 and you can nudge with the number pad if you want to 538 00:23:45,933 --> 00:23:49,766 once everything selected so clear our overlay 539 00:23:51,366 --> 00:23:52,566 and we'll just 540 00:23:55,766 --> 00:23:58,266 alright so now we have our destroyed turret 541 00:23:58,266 --> 00:24:02,000 and that is on our projection frame so 542 00:24:03,866 --> 00:24:08,200 uh now we have to add our usual grain node 543 00:24:08,200 --> 00:24:09,466 and actually I 544 00:24:09,466 --> 00:24:12,900 I checked this beforehand and I I just did a quick 545 00:24:12,900 --> 00:24:16,600 tracker just because it bubbled a tiny bit um 546 00:24:16,933 --> 00:24:18,900 so I think it just cause it's a tower 547 00:24:18,900 --> 00:24:19,666 you really noticed it 548 00:24:19,666 --> 00:24:21,466 so we'll put these in 549 00:24:23,866 --> 00:24:26,533 and there's a tracker and a grain node 550 00:24:26,533 --> 00:24:29,233 save you guys watching me do the grain again 551 00:24:30,000 --> 00:24:36,433 and then if we bring our material here 552 00:24:37,066 --> 00:24:38,266 take a look there 553 00:24:39,166 --> 00:24:43,766 alright that should be there throughout 554 00:24:45,700 --> 00:24:47,566 let the road to paint process a little bit 555 00:24:47,566 --> 00:24:49,066 so this is a good example of 556 00:24:49,066 --> 00:24:49,766 since we were 557 00:24:49,766 --> 00:24:51,100 had such a big uh 558 00:24:51,100 --> 00:24:52,533 plate that was three times the size of 559 00:24:52,533 --> 00:24:54,333 of what we're looking at now 560 00:24:54,333 --> 00:24:56,100 uh this is a good idea to uh 561 00:24:56,100 --> 00:24:58,333 render this stuff out so that uh 562 00:24:58,333 --> 00:24:59,600 you don't have to do this all the time 563 00:24:59,600 --> 00:25:01,600 so by the time we're done with this we'll 564 00:25:01,600 --> 00:25:03,766 we'll render out a clean plate and uh 565 00:25:04,166 --> 00:25:05,400 and use that for our comping 566 00:25:05,400 --> 00:25:06,700 especially since we're gonna have so many 567 00:25:06,700 --> 00:25:07,733 elements in there 568 00:25:07,733 --> 00:25:10,300 uh on top of this one okay 569 00:25:10,300 --> 00:25:13,000 but for the time being that looks good and uh 570 00:25:13,000 --> 00:25:15,000 we're also gonna bring in 571 00:25:16,466 --> 00:25:20,400 a steel frame that I painted of the tanks earlier 572 00:25:23,100 --> 00:25:24,100 and we'll put 573 00:25:26,200 --> 00:25:27,666 may you ever be here 574 00:25:30,200 --> 00:25:31,333 ah and actually 575 00:25:31,333 --> 00:25:32,866 we're gonna have to do this one differently 576 00:25:32,866 --> 00:25:34,933 we're gonna have to put this before our tower because 577 00:25:34,933 --> 00:25:36,900 uh we want the wall to go over 578 00:25:36,900 --> 00:25:38,866 our tanks to make sure it's working properly 579 00:25:39,000 --> 00:25:41,366 so we'll put that over that 580 00:25:41,366 --> 00:25:45,400 and then we're going to remerge a over B 581 00:25:48,366 --> 00:25:50,266 and we forgot our Premont so 582 00:25:52,266 --> 00:25:56,366 just put this section of the bridge back over 583 00:25:59,266 --> 00:26:03,300 our tanks to make sure our rotors working properly 584 00:26:03,300 --> 00:26:08,166 look at that it is beautiful um and 585 00:26:14,766 --> 00:26:18,666 now we have all of our 2D elements um 586 00:26:19,533 --> 00:26:21,100 and just for uh 587 00:26:21,766 --> 00:26:23,500 to match to match our plate a little bit better 588 00:26:23,500 --> 00:26:25,933 we're also gonna wanna add a little bit of motion blur 589 00:26:25,933 --> 00:26:28,533 um to our elements because of the camera pans 590 00:26:28,533 --> 00:26:30,666 we still get a little bit of motion blur 591 00:26:30,666 --> 00:26:31,166 and fortunately 592 00:26:31,166 --> 00:26:33,166 we have the camera that we use to track the shot 593 00:26:33,166 --> 00:26:35,666 and that we're using to project so we can 594 00:26:35,666 --> 00:26:38,400 uh be pretty accurate with our motion blur by using the 595 00:26:38,600 --> 00:26:40,366 Motion Blur 3D mode 596 00:26:41,700 --> 00:26:44,866 and this node requires a camera input 597 00:26:44,933 --> 00:26:48,666 and a source input so we're gonna put our source input 598 00:26:49,300 --> 00:26:50,766 as this turret here 599 00:26:51,466 --> 00:26:55,600 and our camera input is gonna be the real camera 600 00:26:55,600 --> 00:26:57,066 and then underneath this 601 00:26:57,366 --> 00:26:59,633 we're gonna attach a vector blur node 602 00:27:01,600 --> 00:27:04,466 and the motion Blur node outputs 603 00:27:04,466 --> 00:27:07,866 uh UV information into the uh 604 00:27:07,866 --> 00:27:08,733 motion channel 605 00:27:08,733 --> 00:27:10,866 so that's what we're gonna wanna select 606 00:27:10,866 --> 00:27:12,466 on our vector blur node 607 00:27:12,700 --> 00:27:14,500 we're gonna select motion because that's 608 00:27:14,500 --> 00:27:17,966 what we have in the output for our 3D Motion blur node 609 00:27:18,400 --> 00:27:20,766 and then we're just gonna attach that uh 610 00:27:20,800 --> 00:27:22,066 right before 611 00:27:22,566 --> 00:27:24,866 our grain here 612 00:27:24,866 --> 00:27:26,566 so put it after our tracker 613 00:27:29,566 --> 00:27:31,200 and that's just gonna ensure that we have nice 614 00:27:31,200 --> 00:27:32,800 matching motion blur throughout the shot 615 00:27:32,800 --> 00:27:34,566 um if we're picking up any 616 00:27:34,566 --> 00:27:36,800 so that our matte painting doesn't say sharp 617 00:27:36,933 --> 00:27:38,333 and we could also do that to the tanks 618 00:27:38,333 --> 00:27:40,333 but since we're gonna use the tanks as a 3D element 619 00:27:40,333 --> 00:27:41,866 I just have them in there for 620 00:27:42,133 --> 00:27:43,266 demonstrations purposes 621 00:27:43,266 --> 00:27:46,500 to make sure that our comps working properly 622 00:27:46,533 --> 00:27:48,566 so if we look at our output here 623 00:27:48,966 --> 00:27:51,366 apply materials attached to the right thing 624 00:27:52,666 --> 00:27:55,033 so our shots nice and matching the whole way through 625 00:27:55,200 --> 00:27:56,733 our tanks move in there and uh 626 00:27:56,733 --> 00:27:58,333 looks like our comp's gonna be working 627 00:27:58,333 --> 00:27:59,066 for the most part 628 00:27:59,066 --> 00:28:00,166 we've got uh 629 00:28:00,166 --> 00:28:01,600 alpha channel for what we need 630 00:28:01,600 --> 00:28:03,000 uh coming out of our 631 00:28:03,533 --> 00:28:05,300 scan line render um 632 00:28:05,300 --> 00:28:07,866 we've got a little bit of matte painting going on here 633 00:28:07,866 --> 00:28:08,733 and we've got 634 00:28:08,733 --> 00:28:10,000 we're ready to render this out 635 00:28:10,000 --> 00:28:11,266 and pipe it into our color 636 00:28:11,266 --> 00:28:12,166 color plate 637 00:28:12,166 --> 00:28:14,266 gonna render it out just so that our paint uh 638 00:28:14,266 --> 00:28:15,300 doesn't slow us down 639 00:28:15,300 --> 00:28:16,333 we're gonna be adding a lot of 640 00:28:16,333 --> 00:28:18,766 elements and probably some more paint here and there 641 00:28:18,766 --> 00:28:22,666 so uh this is where splitting it up becomes 642 00:28:23,266 --> 00:28:23,933 really important 643 00:28:23,933 --> 00:28:25,700 you can add everything together as sort of a pre 644 00:28:25,700 --> 00:28:26,600 count background 645 00:28:26,600 --> 00:28:29,100 um and then we're gonna start adding uh 646 00:28:29,400 --> 00:28:30,766 elements on top of this 647 00:28:30,766 --> 00:28:33,833 and we'll maintain the alpha and uh 648 00:28:33,933 --> 00:28:35,266 keep our color channel as it is 649 00:28:35,266 --> 00:28:36,566 once it's gone through the color correction 650 00:28:36,566 --> 00:28:41,300 so um that's gonna be it for today's class 651 00:28:41,300 --> 00:28:43,300 uh we've got our background working 652 00:28:43,300 --> 00:28:44,700 and now we're gonna wait for 653 00:28:44,700 --> 00:28:46,400 the elements from the 3D department 654 00:28:46,400 --> 00:28:49,100 uh we've talked to them about planes and tanks and uh 655 00:28:49,100 --> 00:28:51,066 smoke and gun 656 00:28:51,066 --> 00:28:52,300 gun flares and things like that 657 00:28:52,300 --> 00:28:55,000 so we'll have plenty to do for class 10 658 00:28:55,000 --> 00:28:56,466 I hope you guys enjoyed this one 659 00:28:56,466 --> 00:28:57,800 and just before I leave 660 00:28:57,800 --> 00:28:59,400 I managed to get out a quick CG 661 00:28:59,400 --> 00:29:02,100 render so I slapped that on here and 662 00:29:02,166 --> 00:29:03,666 added our color grade that we did earlier 663 00:29:03,666 --> 00:29:04,766 so you can kind of 664 00:29:04,966 --> 00:29:06,266 see where we are at the moment 665 00:29:06,266 --> 00:29:08,566 and we can get our imaginations going 666 00:29:08,866 --> 00:29:09,900 and see where we 667 00:29:09,900 --> 00:29:12,266 what we need to accomplish for next week 668 00:29:12,333 --> 00:29:13,800 so I've rendered this out 669 00:29:13,800 --> 00:29:15,100 we'll give it a quick flip book 670 00:29:15,100 --> 00:29:16,900 and see what we're working with 671 00:29:26,600 --> 00:29:28,466 alright so we have it 672 00:29:28,600 --> 00:29:29,300 uh we got a 673 00:29:29,300 --> 00:29:31,333 couple things to fix when we get into the next one 674 00:29:31,333 --> 00:29:33,800 uh nothing that's too big of a concern 675 00:29:33,933 --> 00:29:34,966 and we're just gonna 676 00:29:34,966 --> 00:29:37,266 pile a bunch more elements on top of here 677 00:29:37,466 --> 00:29:39,300 and really have fun with it on class 10 678 00:29:39,300 --> 00:29:41,100 so I hope you've enjoyed 679 00:29:41,133 --> 00:29:43,466 uh this lecture today and if you feel like 680 00:29:43,466 --> 00:29:47,400 uh going a step further and doing some matte painting 681 00:29:48,600 --> 00:29:50,700 feel free to uh 682 00:29:50,700 --> 00:29:53,666 use the techniques that we use for this piece here and 683 00:29:53,666 --> 00:29:56,466 uh paint a collapse bridge or whatever you feel like 684 00:29:56,666 --> 00:29:59,300 and uh I look forward to seeing some of your ideas 685 00:29:59,333 --> 00:30:01,533 so have fun with it 686 00:30:01,533 --> 00:30:04,233 and I'll see you next week for class 10 49640

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