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These are the user uploaded subtitles that are being translated: 1 00:00:11,933 --> 00:00:12,799 in this lesson 2 00:00:12,800 --> 00:00:15,333 we will discuss the steps needed to work with 3 00:00:15,333 --> 00:00:17,833 our pre existing matte painting in Photoshop 4 00:00:17,900 --> 00:00:20,966 to prepare it for image projection within nuke 5 00:00:21,766 --> 00:00:24,166 so what you're looking at here is a 6 00:00:24,166 --> 00:00:26,499 is composed of a few different elements 7 00:00:26,500 --> 00:00:27,166 what I'm going to do is 8 00:00:27,166 --> 00:00:29,066 I'm gonna turn off a few of the layers 9 00:00:29,066 --> 00:00:31,799 and we'll discuss the elements individually 10 00:00:31,933 --> 00:00:33,599 so the first layer I want to discuss 11 00:00:33,600 --> 00:00:35,533 is our background image of this 12 00:00:35,533 --> 00:00:37,666 just this mountain scene that you see here 13 00:00:37,733 --> 00:00:40,899 this is coming from an actual video file 14 00:00:40,900 --> 00:00:43,300 that was rendered out as an image sequence 15 00:00:43,500 --> 00:00:44,600 now this image sequence 16 00:00:44,600 --> 00:00:46,866 is what we will be utilizing within nuke 17 00:00:46,866 --> 00:00:49,599 to be able to do our camera tracking from so 18 00:00:49,600 --> 00:00:51,300 so what you're seeing here 19 00:00:51,300 --> 00:00:53,233 is just a still frame from that 20 00:00:53,400 --> 00:00:54,333 other than that 21 00:00:54,333 --> 00:00:56,966 it is just being utilized to then build 22 00:00:56,966 --> 00:00:59,566 the required elements that was needed for the shot 23 00:00:59,566 --> 00:01:01,633 on top of it in the matte painting 24 00:01:01,866 --> 00:01:04,466 so the next elements that we're going to look at 25 00:01:04,500 --> 00:01:06,900 would be the building and the antenna 26 00:01:06,900 --> 00:01:08,566 so there are two layers 27 00:01:08,733 --> 00:01:09,166 the building 28 00:01:09,166 --> 00:01:09,866 in the antenna 29 00:01:09,866 --> 00:01:11,933 have been brought in and 30 00:01:11,933 --> 00:01:14,866 and digitally assembled from Biomat painter 31 00:01:14,966 --> 00:01:16,566 in this scenario that we're 32 00:01:16,566 --> 00:01:17,799 we're building here 33 00:01:17,900 --> 00:01:20,466 and what the point of this was was 34 00:01:20,466 --> 00:01:21,566 then what we're going to do 35 00:01:21,566 --> 00:01:24,266 is take these elements that are in the matte painting 36 00:01:24,266 --> 00:01:26,833 and we're going to project them in nuke 37 00:01:26,966 --> 00:01:31,066 utilizing the 3D side of nukes backbone 38 00:01:31,066 --> 00:01:33,333 so the exciting part about this is 39 00:01:33,333 --> 00:01:35,966 we're taking live action video footage 40 00:01:35,966 --> 00:01:37,599 which is the mountain scene 41 00:01:37,666 --> 00:01:39,499 and then we're going to combine that 42 00:01:39,500 --> 00:01:41,566 with these 2D elements 43 00:01:41,566 --> 00:01:44,399 that were created by our mat painter 44 00:01:44,400 --> 00:01:46,600 using various photographic elements 45 00:01:47,266 --> 00:01:48,799 so what you're looking at right here 46 00:01:48,800 --> 00:01:50,400 is your building element 47 00:01:50,466 --> 00:01:52,266 and your antenna element 48 00:01:52,333 --> 00:01:53,199 very simple 49 00:01:53,200 --> 00:01:55,666 but the important thing to note is 50 00:01:55,733 --> 00:01:57,499 on this is in the building 51 00:01:57,500 --> 00:01:59,066 if we're kind of zooming in here 52 00:01:59,066 --> 00:02:01,433 we have various geometric shapes 53 00:02:01,466 --> 00:02:02,066 a lot of times 54 00:02:02,066 --> 00:02:04,099 when you're building these scenes in nuke 55 00:02:04,100 --> 00:02:06,000 this is a fairly common practice 56 00:02:06,000 --> 00:02:07,900 that compositors deal with 57 00:02:07,966 --> 00:02:09,999 where you're having to think of it in 58 00:02:10,000 --> 00:02:12,733 in terms of simple geometric shapes 59 00:02:12,733 --> 00:02:14,233 so in this case 60 00:02:14,333 --> 00:02:17,299 if I'm building the geometric shapes in nuke 61 00:02:17,300 --> 00:02:20,433 I only have very limited amount of 3D 62 00:02:20,700 --> 00:02:21,766 objects to build from 63 00:02:21,766 --> 00:02:23,733 so I have things such as cubes 64 00:02:23,733 --> 00:02:25,466 or planes etc 65 00:02:25,733 --> 00:02:27,766 now what we're going to be utilizing 66 00:02:27,766 --> 00:02:29,099 and we'll discuss this further 67 00:02:29,100 --> 00:02:30,300 once we get into nuke 68 00:02:30,400 --> 00:02:32,266 is we're going to be creating this 69 00:02:32,266 --> 00:02:34,099 utilizing a few different planes 70 00:02:34,400 --> 00:02:36,100 now the reason for this is 71 00:02:36,300 --> 00:02:38,666 if you were getting into a really advanced 72 00:02:38,800 --> 00:02:41,800 very extremely advanced nuke setup 73 00:02:41,800 --> 00:02:43,966 where you would have a modeler 74 00:02:43,966 --> 00:02:44,999 go into Maya 75 00:02:45,000 --> 00:02:46,666 and actually model 76 00:02:46,733 --> 00:02:49,899 this entire building in 3D space 77 00:02:50,533 --> 00:02:51,766 then they would take that 78 00:02:51,766 --> 00:02:52,866 and it would be exported 79 00:02:52,866 --> 00:02:54,666 and brought into nuke 80 00:02:54,700 --> 00:02:56,333 where we would then project 81 00:02:56,333 --> 00:02:57,899 all of the various elements 82 00:02:57,900 --> 00:03:00,066 onto all the complex geometry 83 00:03:00,066 --> 00:03:01,266 that was created in Maya 84 00:03:01,366 --> 00:03:02,633 but for this course 85 00:03:02,866 --> 00:03:04,099 getting your feet wet 86 00:03:04,100 --> 00:03:05,700 and helping you understand the basics 87 00:03:05,700 --> 00:03:07,000 in the back bone 88 00:03:07,000 --> 00:03:10,233 of how 3D setup works in nuke 89 00:03:10,300 --> 00:03:13,666 will then allow you to continue into the more uh 90 00:03:13,666 --> 00:03:15,666 further advanced steps 91 00:03:15,666 --> 00:03:17,799 of utilizing actual 92 00:03:18,200 --> 00:03:21,066 full on modeled 3 geometry 93 00:03:21,166 --> 00:03:22,399 so in case this case 94 00:03:22,400 --> 00:03:24,533 we're going to be taking a few planes 95 00:03:24,533 --> 00:03:25,566 and we wanna think of this in 96 00:03:25,566 --> 00:03:26,499 in terms of 97 00:03:26,500 --> 00:03:27,200 a few different planes 98 00:03:27,200 --> 00:03:28,566 so so what I'm going to do 99 00:03:28,566 --> 00:03:30,766 just so you can kinda get an idea 100 00:03:30,866 --> 00:03:31,666 I'm just gonna select 101 00:03:31,666 --> 00:03:32,799 and you're gonna see right here 102 00:03:32,800 --> 00:03:34,000 this could be a plane 103 00:03:34,000 --> 00:03:35,400 that side of the building 104 00:03:35,700 --> 00:03:37,366 and then I'm going to deselect that 105 00:03:37,366 --> 00:03:38,466 just so that you having 106 00:03:38,466 --> 00:03:40,466 and this is just for illustration purposes 107 00:03:40,533 --> 00:03:41,299 then you're gonna see 108 00:03:41,300 --> 00:03:42,166 this side of the building 109 00:03:42,166 --> 00:03:43,299 so this side of the building 110 00:03:43,300 --> 00:03:45,433 obviously would be another plane 111 00:03:46,066 --> 00:03:46,699 the reason is 112 00:03:46,700 --> 00:03:47,133 you're seeing 113 00:03:47,133 --> 00:03:47,966 you know if you're thinking this 114 00:03:47,966 --> 00:03:48,999 in terms of a 115 00:03:49,100 --> 00:03:50,000 rectangular 116 00:03:50,000 --> 00:03:51,533 cube like shape 117 00:03:51,533 --> 00:03:53,666 there would be four sides to the box 118 00:03:53,666 --> 00:03:54,533 so to speak 119 00:03:54,533 --> 00:03:55,699 and this is one side 120 00:03:55,700 --> 00:03:56,533 and then the other side 121 00:03:56,533 --> 00:03:57,266 is the other side 122 00:03:57,266 --> 00:03:57,933 you can see here 123 00:03:57,933 --> 00:03:58,533 and then obviously 124 00:03:58,533 --> 00:03:59,499 you'd have two more sides 125 00:03:59,500 --> 00:04:00,266 on the back 126 00:04:00,266 --> 00:04:01,499 that are not visible 127 00:04:01,500 --> 00:04:03,100 from this viewpoint 128 00:04:03,500 --> 00:04:04,866 then what we would be doing 129 00:04:04,866 --> 00:04:05,866 doing is then 130 00:04:05,866 --> 00:04:08,566 also projecting our tower 131 00:04:08,566 --> 00:04:10,199 antenna array 132 00:04:10,200 --> 00:04:12,966 onto another piece of geometry as well 133 00:04:13,100 --> 00:04:14,166 so in terms of this 134 00:04:14,166 --> 00:04:15,133 we're going to keep it 135 00:04:15,133 --> 00:04:16,433 reasonably simple 136 00:04:16,566 --> 00:04:18,133 now once we have 137 00:04:18,133 --> 00:04:19,466 done those we 138 00:04:19,466 --> 00:04:21,833 once we have created those three pieces 139 00:04:21,966 --> 00:04:22,799 what we will do is 140 00:04:22,800 --> 00:04:23,733 we'll take a look 141 00:04:23,733 --> 00:04:24,466 and we'll see 142 00:04:24,466 --> 00:04:26,199 if we need to go further 143 00:04:26,200 --> 00:04:26,866 in depth so 144 00:04:26,866 --> 00:04:28,799 so what I mean by this is 145 00:04:28,800 --> 00:04:31,300 then we could come back to Photoshop 146 00:04:31,300 --> 00:04:32,100 and if you wanted 147 00:04:32,100 --> 00:04:32,700 what you can do 148 00:04:32,700 --> 00:04:33,266 is you could 149 00:04:33,266 --> 00:04:35,199 extract various pieces so 150 00:04:35,200 --> 00:04:36,100 so for instance 151 00:04:36,100 --> 00:04:37,466 like these pieces 152 00:04:37,466 --> 00:04:38,899 sticking off of the wall 153 00:04:38,900 --> 00:04:40,566 right here that part 154 00:04:40,800 --> 00:04:41,766 and that part 155 00:04:41,766 --> 00:04:42,566 right there 156 00:04:42,733 --> 00:04:44,199 you could extract those 157 00:04:44,200 --> 00:04:45,400 and create separate layers 158 00:04:45,400 --> 00:04:46,500 in Photoshop 159 00:04:46,733 --> 00:04:48,166 and then you could paint behind them 160 00:04:48,166 --> 00:04:49,466 to fill in the blanks 161 00:04:49,466 --> 00:04:50,299 so to speak 162 00:04:50,466 --> 00:04:50,999 and then you could 163 00:04:51,000 --> 00:04:52,366 project those pieces 164 00:04:52,366 --> 00:04:53,699 as separate pieces 165 00:04:53,700 --> 00:04:57,166 onto separate geometry in nuke 166 00:04:57,366 --> 00:04:57,999 and so then 167 00:04:58,000 --> 00:04:58,900 you can continue 168 00:04:58,900 --> 00:04:59,466 to start to 169 00:04:59,466 --> 00:05:00,333 break things out 170 00:05:00,333 --> 00:05:02,166 you could break this piece out 171 00:05:02,766 --> 00:05:04,899 you could start to break that piece out 172 00:05:05,000 --> 00:05:06,066 this piece out 173 00:05:06,066 --> 00:05:07,299 and of course 174 00:05:07,300 --> 00:05:09,166 then this tall piece 175 00:05:09,166 --> 00:05:10,966 that's jutting out from the side as well 176 00:05:10,966 --> 00:05:11,699 so basically 177 00:05:11,700 --> 00:05:12,766 what we're going to do is 178 00:05:12,766 --> 00:05:13,366 we're going to 179 00:05:13,366 --> 00:05:14,733 extract these elements 180 00:05:14,733 --> 00:05:16,666 as they currently are 181 00:05:16,800 --> 00:05:17,733 from our matte 182 00:05:17,733 --> 00:05:18,999 painted image 183 00:05:19,000 --> 00:05:21,000 and we're going to take them into nuke 184 00:05:21,000 --> 00:05:22,166 set that up 185 00:05:22,166 --> 00:05:23,066 take a look 186 00:05:23,066 --> 00:05:24,966 and then once we have everything set up 187 00:05:24,966 --> 00:05:26,266 we're going to decide 188 00:05:26,366 --> 00:05:27,199 is there enough 189 00:05:27,200 --> 00:05:29,000 parallax uh 190 00:05:29,000 --> 00:05:30,566 based upon our live 191 00:05:30,566 --> 00:05:31,699 action shot 192 00:05:31,900 --> 00:05:33,333 that would require us 193 00:05:33,333 --> 00:05:34,699 to have to create 194 00:05:34,766 --> 00:05:36,199 those elements 195 00:05:36,200 --> 00:05:36,966 as separate 196 00:05:36,966 --> 00:05:38,499 individual projected 197 00:05:38,500 --> 00:05:39,766 elements now 198 00:05:39,766 --> 00:05:41,566 my gut is to say 199 00:05:41,566 --> 00:05:42,766 that we probably wouldn't 200 00:05:42,766 --> 00:05:44,866 because this is a wide angle shot 201 00:05:44,966 --> 00:05:46,466 but the reason I'm pointing this 202 00:05:46,466 --> 00:05:47,299 out is because 203 00:05:47,300 --> 00:05:48,500 stuff like that 204 00:05:48,500 --> 00:05:49,500 is what is very 205 00:05:49,500 --> 00:05:50,633 important as 206 00:05:50,666 --> 00:05:51,799 as the compositor 207 00:05:51,800 --> 00:05:53,166 is needing to be able to 208 00:05:53,166 --> 00:05:53,966 assemble his 209 00:05:53,966 --> 00:05:56,566 his shot to know that 210 00:05:56,566 --> 00:05:57,499 that might be 211 00:05:57,500 --> 00:05:58,066 something that 212 00:05:58,066 --> 00:05:59,533 they might need to work with 213 00:05:59,533 --> 00:06:00,699 so it's just all about 214 00:06:00,700 --> 00:06:01,500 being aware 215 00:06:01,500 --> 00:06:03,066 of what you're working with 216 00:06:03,066 --> 00:06:04,199 within this shot 217 00:06:04,566 --> 00:06:06,199 and what you're working with 218 00:06:06,200 --> 00:06:06,966 with what you've been 219 00:06:06,966 --> 00:06:07,966 provided in 220 00:06:07,966 --> 00:06:08,866 in addition to 221 00:06:08,866 --> 00:06:11,233 what you might need to create 222 00:06:11,600 --> 00:06:13,400 on top of already 223 00:06:13,400 --> 00:06:14,900 provided elements 224 00:06:15,000 --> 00:06:15,533 within your 225 00:06:15,533 --> 00:06:16,433 matte painting 226 00:06:16,533 --> 00:06:18,066 so okay so we've discussed 227 00:06:18,066 --> 00:06:18,799 these three layers 228 00:06:18,800 --> 00:06:19,400 now there's a 229 00:06:19,400 --> 00:06:20,433 few more layers 230 00:06:21,000 --> 00:06:21,766 very simple ones 231 00:06:21,766 --> 00:06:22,333 you can see that 232 00:06:22,333 --> 00:06:22,933 there's been 233 00:06:22,933 --> 00:06:24,533 sort of a warm 234 00:06:24,533 --> 00:06:25,866 a warming layer that just 235 00:06:25,866 --> 00:06:26,899 is creating 236 00:06:26,900 --> 00:06:27,766 a warm tone 237 00:06:27,766 --> 00:06:28,533 in the foreground 238 00:06:28,533 --> 00:06:30,133 here now that 239 00:06:30,133 --> 00:06:30,899 that's just an 240 00:06:30,900 --> 00:06:31,866 artistic decision 241 00:06:31,866 --> 00:06:33,133 made by the map painter 242 00:06:33,133 --> 00:06:34,299 so we will respect that 243 00:06:34,300 --> 00:06:34,900 because the 244 00:06:34,900 --> 00:06:35,400 Assumption is 245 00:06:35,400 --> 00:06:36,500 if you're building a shot 246 00:06:36,500 --> 00:06:38,066 from scratch 247 00:06:38,133 --> 00:06:39,399 and you're working within a 248 00:06:39,400 --> 00:06:40,633 production pipeline 249 00:06:40,700 --> 00:06:41,266 the map painter 250 00:06:41,266 --> 00:06:42,066 has provided these 251 00:06:42,066 --> 00:06:42,733 elements to you 252 00:06:42,733 --> 00:06:43,899 because the 253 00:06:43,900 --> 00:06:44,566 art director 254 00:06:44,566 --> 00:06:45,366 or the director 255 00:06:45,366 --> 00:06:46,466 has already stated 256 00:06:46,466 --> 00:06:47,333 this is the look 257 00:06:47,333 --> 00:06:48,266 that I want 258 00:06:48,466 --> 00:06:50,166 I like it I approve it 259 00:06:50,200 --> 00:06:51,200 let us turn this 260 00:06:51,200 --> 00:06:52,166 into the shot 261 00:06:52,166 --> 00:06:53,099 so you have 262 00:06:53,100 --> 00:06:53,800 that foreground 263 00:06:53,800 --> 00:06:54,800 warming layer 264 00:06:54,800 --> 00:06:55,566 we also have 265 00:06:55,566 --> 00:06:56,566 a fog layer 266 00:06:56,566 --> 00:06:57,299 so you can see 267 00:06:57,300 --> 00:06:59,100 if I turn that on and off 268 00:06:59,133 --> 00:07:00,766 that it is now 269 00:07:00,766 --> 00:07:01,366 starting to 270 00:07:01,366 --> 00:07:02,533 create sort of 271 00:07:02,533 --> 00:07:04,199 a fog atmosphere 272 00:07:04,333 --> 00:07:05,333 over the screen 273 00:07:05,333 --> 00:07:06,133 left side of 274 00:07:06,133 --> 00:07:07,066 that mountain 275 00:07:07,300 --> 00:07:08,333 and also on the 276 00:07:08,333 --> 00:07:09,666 top half of 277 00:07:09,666 --> 00:07:10,499 the building 278 00:07:10,500 --> 00:07:12,600 as well as the entire uh 279 00:07:12,600 --> 00:07:13,700 antenna array 280 00:07:13,766 --> 00:07:14,699 kinda just just 281 00:07:14,700 --> 00:07:15,333 milks it up 282 00:07:15,333 --> 00:07:16,466 apologies wrong 283 00:07:16,466 --> 00:07:16,966 wrong layer 284 00:07:16,966 --> 00:07:17,766 there we go 285 00:07:17,866 --> 00:07:18,333 so you can see 286 00:07:18,333 --> 00:07:18,766 you can see 287 00:07:18,766 --> 00:07:19,199 the difference 288 00:07:19,200 --> 00:07:19,700 that kind of 289 00:07:19,700 --> 00:07:20,466 starts to further 290 00:07:20,466 --> 00:07:22,133 integrate your 291 00:07:22,133 --> 00:07:22,799 elements into 292 00:07:22,800 --> 00:07:23,366 the shot so 293 00:07:23,366 --> 00:07:23,866 that's stuff 294 00:07:23,866 --> 00:07:24,333 that we will need 295 00:07:24,333 --> 00:07:25,366 to be aware of as well 296 00:07:25,366 --> 00:07:26,066 when we get to 297 00:07:26,066 --> 00:07:26,733 the final steps 298 00:07:26,733 --> 00:07:27,966 of integrating 299 00:07:27,966 --> 00:07:29,133 our live our 300 00:07:29,133 --> 00:07:30,599 our 3D projected 301 00:07:30,600 --> 00:07:31,333 elements onto 302 00:07:31,333 --> 00:07:32,466 our live action 303 00:07:32,533 --> 00:07:33,499 background plate 304 00:07:34,066 --> 00:07:34,933 now let's see here 305 00:07:34,933 --> 00:07:36,766 so we have a further 306 00:07:36,766 --> 00:07:37,899 just a slight 307 00:07:37,900 --> 00:07:38,966 brightness contrast 308 00:07:38,966 --> 00:07:39,799 adjustment layer 309 00:07:39,800 --> 00:07:40,966 that's going on here 310 00:07:41,066 --> 00:07:41,666 all of this 311 00:07:41,666 --> 00:07:42,466 is stuff that we 312 00:07:42,466 --> 00:07:42,766 are going to 313 00:07:42,766 --> 00:07:43,333 worry about 314 00:07:43,333 --> 00:07:44,466 once we are in nuke 315 00:07:44,466 --> 00:07:45,199 so the good thing is 316 00:07:45,200 --> 00:07:46,200 these are our guides 317 00:07:46,200 --> 00:07:46,900 to be able to know 318 00:07:46,900 --> 00:07:47,366 this is what 319 00:07:47,366 --> 00:07:47,699 we're going to 320 00:07:47,700 --> 00:07:48,400 be utilizing 321 00:07:48,400 --> 00:07:49,266 within nuke 322 00:07:49,766 --> 00:07:50,666 so if I turn these 323 00:07:50,666 --> 00:07:51,966 three layers off 324 00:07:52,100 --> 00:07:53,466 that is actually 325 00:07:53,466 --> 00:07:54,199 what you are 326 00:07:54,200 --> 00:07:55,933 going to want to 327 00:07:55,933 --> 00:07:58,266 set up for nuke 328 00:07:58,900 --> 00:07:59,366 and we'll take 329 00:07:59,366 --> 00:08:00,099 a quick break 330 00:08:00,100 --> 00:08:01,166 and then we'll come back 331 00:08:01,166 --> 00:08:02,166 and we will 332 00:08:02,200 --> 00:08:03,466 begin discussing 333 00:08:03,466 --> 00:08:05,099 how to extract 334 00:08:05,100 --> 00:08:05,766 these elements 335 00:08:05,766 --> 00:08:06,966 and we will then 336 00:08:07,066 --> 00:08:08,466 continue working 337 00:08:08,500 --> 00:08:09,566 in nuke to be able 338 00:08:09,566 --> 00:08:10,199 to build this 339 00:08:10,200 --> 00:08:12,266 into a 3D scene 340 00:08:12,500 --> 00:08:13,500 so just to recap 341 00:08:13,500 --> 00:08:14,133 in this lesson 342 00:08:14,133 --> 00:08:14,799 we've discussed 343 00:08:14,800 --> 00:08:15,933 augmenting our 344 00:08:15,933 --> 00:08:16,566 pre existing 345 00:08:16,566 --> 00:08:17,133 map painting 346 00:08:17,133 --> 00:08:18,033 in Photoshop 347 00:08:18,066 --> 00:08:18,966 to prepare it 348 00:08:18,966 --> 00:08:20,366 for image projection 349 00:08:20,366 --> 00:08:21,499 within nuke 21237

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