Adding a Background to a Green Screen
I needed to replace the green screen background of an image with the background of a sky using Adobe Photoshop.
I was given the two following assets to work with:
I will use the photo of the woman in front of the green screen as my main photo where I will replace the green areas of it with the picture of the sky.
After importing both my images into Photoshop, I began by dragging the image of the woman onto the image of the sky so I have a layer for each in the same window.
Next, I selected my color range for my green screen image by using the eye dropper tool to select a very close green part near the woman. I also used my adding eye dropper tool to add other parts of the green that were close to the woman. This created a solid mask around the green green area in my image.
However, I wanted to mask the woman and not the green areas, so I simply clicked inverse so that the mask was around the woman. I knew it was around the woman because my color white was set to solid and black was transparent, meaning the white area in my color range would be where my mask was going to be.
This enabled the software to know where to mask the green screen based on where the colors I selected. All in all, the software now knew how to separate the woman from the green screen making a mask layer of the woman.
The green screen was still overlapping the image of the sky, to change that, with my previously masked layer selected I navigated to the layer menu followed by the layer mask sub-menu and clicked on reveal selection.
That wayPhotoshop would make the sky overlap the green screen and not the woman because her mask acted as a boarder for the image of the sky not to overlap.
Unfortunately, I noticed a green outline around the woman which was what remained of the overlapped green screen.
To tackle this issue, I reselected the mask I had made for the woman earlier and navigated to the adjustments menu so I can add a hue and saturation layer for the mask. This is so that the remaining green’s saturation could be decreased.
I accomplished this by changing the master color control to only the cyan (the green screen in the photo was dominantly cyan colored) so that I only remove the cyan areas of the woman’s mask so I do not affect the color of the woman’s skin or hair.
After that, all I did was adjust the saturation by using the slider button.
I was still unsatisfied with the visibility of the green outline around the woman. I countered the outline by clicking on the “Select” menu opening up a list of other menus which I picked “Modify”.
In the Modify sub menu I clicked once on “Contract” selecting to contract by 2 pixels (unit for the image size) and once on “Feather selecting to feather by 3 pixels (unit for the image size).
Now the green outline seemed even more subtle on the woman’s mask.
To refine the usage of those two features I went to the Select menu and clicked on inverse again on the mask so that everything outside the mask would be selected instead.
I proceeded by duplicating the selected area of the sky.
I turned down the opacity of the duplicated sky layer so that it can blend in with my original sky layer. The blend’s visual’s would overlap what little remained of the green screen.
To finish this off, the green screen was showing through my sky texture due to the image of the sky being pasted over it which meant that the creases in the green screen would appear on the sky image.
To fix this, I used the “Brush Tool” and its “Hard Round Brush” with the color selection of black because as I said earlier my black color was transparent. Which meant that it could paint the sky image’s texture onto of the creases in the green screen.
This is my finished product with my Photoshop file’s history:
Apocolyptical Building:
I needed to create a post apocalyptic composition of a building using Adobe Photoshop.
I was given the following assets: The pictire of the building was my main asset that I needed to work with. The image of the sky’s purpose was to replace the sky in the image of the building so that the finished product could have a gloomy feel to it.
I planned on adding the dark sky by masking out my building and inverting the selection. That way everything outside my building was selected which made ir simple for me to just drag the image of the dark sky as a separate layer above my building’s one.
Furthermore, the image of the rust was needed to make the building look somewhat old and worn out from the apocalypse it went through. I did the same thing to achieve this, I masked out my building exept this time, I did not inverse the selection. That way when I drag my rust image on to the building’s layer it will directly paste over it.
However, I wanted my building to have a burning effect, to do this, all I did was keep the rust layer’s opacity at 100% so its color would dominantly show on my building.
Later on, searched and imported some royalty free assets from the internet so I can add more features to my building that will make it look more worn out by the apocalypse.
These elements included:
-a tree branch: to rotate it as if it feel on the ground and act as my main foreground giving my final product perspective.
-an empty crashed car: to give off the idea that someone’s car was overrun by the zombies during the apocalypse.
-an explosion: to add on the car to make it seem its fuel tank has exploded due to its “crash”.
dirt: to make my building appear as if it is being taken back by nature due to the lack of proper human care.
I used certain techniques and methods such as:
Standard paintbrush: So I can fill out certain areas of my image that were lacking in color or adding some texture.
Masking: so that I can create a region to shade any part of the dark sky darker by using my paint brush tool, so I can avoid coloring over objects I did not want to.
Vine paintbrush: so that I can easily draw vines on my building to make it look worn out instead of manually drawing hundreds of vines which would not have been time effective.
Color/hue saturation: so I can change the shadows, highlights and midtown’s of my image to make it look and convey the method of gloominess in a zombie apocalypse.
Layering: so I can add all my assets and pick which go before or after so that I can blend them all in such a way that seems subtle.
Blend modes: some of the added layers I was using did not seem very visually convincing that they belonged over my original image layer which is why I picked from a wide selection of blending modes such as screen, darken and multiply…
Lens flare: my photo had light coming from the top left, therefore, I added a lens flare which acted as a strong light coming directly to the sun to add to the realism of my image.
Lens blur: so I can blend in certain objects with my scene by giving them a blurry camera effect because some of my layers did not fully blend using blending mode. This also added to the realism of my final photo.
This is my apocalyptic building:
This is the process of creating my apocalyptic building.
My final product:
Animal Hybrid
I googled images of two animals I like so I can merge them both into one. I chose a monkey and a duck. My goal is to replace the monkey’s head with that of the duck. Hence I will have as duck with a monkey’s body as my end result. I will do this using Adobe Photoshop.
I performed these 3 steps in that specific order purposely.
If I were to expand after contracting and feathering my edges, the image would appear as it was before this step but bigger.
I contracted before feathering so, if any edges remained hard the feather tool would not be able to fully blend it in the background due to its increased thickness. Hence, loosening up by contracting the edge allowed the feather tool to be more effective to be used as my last tool in this step.
I used the stamp tool to blend in any remaining rough edges. I did this by scanning the image I was painting on and by doing so the stamp tool generated a specific color scheme to paint. That way the paint could seem as if it were restoring the original photo. Duplicating the monkey’s photo allows me to check my original image after painting it with the stamp tool incase I want to compare it to my current work.
I blended in the duck’s head mask onto the monkey’s body. I used the paint brush tool set to black which was my transparent color.
Making a small temple in Maya Autodesk:
The process of modeling the temple.
During this task, I referred to a key element when modeling my objects. Maya has a window in its main interface called “Channels”; it displays the X, Y and Z coordinates of any of my objects in relation to the software’s built in axis.
Objects directly spawn in the world origin (center) when added in Maya’s viewport (where you navigate and modify your objects). The world origin’s coordinates are (0,0,0), likewise any object’s first location.
Knowing this, I am able to move my objects by increments of 1 unit from the world origin. This ensures premises alignment.
However, moving an object by continuously changing it’s location value in the channel window is tedious together-with time consuming. You would think using the “Move” tool which just opens three arrows pointing in each directional axis, is a better method. Unfortunately, it can not move my objects within 1 unit increments. Maya has a feature when paired with the Move tool, comes in very handy. The “Magnet” which when pressing and holding down the “X” key grants you access to move your objects with 1 unit increments, without having to use the channel window.
As for my water I applied the “Beaufort’s” scale to have a clear understanding of how fast I wanted the waves in my liquid to travel based on the wind in their respective environment using the miles per hour unit.
The lights in my scene played their part of only showing the temple and its textures. I wanted to also show the time of the day by adding a sky in the background of my scene. To do this, I installed an hdri image with a resolution of 4,000 pixels of an evening sky also in a forest like background from the website “Poly Haven”. ” https://polyhaven.com “.
I inserted this hdri into Maya, by adding a “Sky dome Light” in the Arnold menu.
The final product of my mini temple:
Exercise in shading using “Arnold” software in Maya Autodesk
I explained everything about this exercises below.
This was a trial and error task.
Here are my renders of a shaded scene in Arnold:
I did however do one thing differently in this task; I used a pre-made sky-dome from the “Arnold” menu. This allowed me to control where my sun was in my sky-dome. I controlled my digital’s sun factors:
-Elevation: defining my object’s shadows clearly.
-Intensity: properly light my scene so that my objects are visible.
-Azimuth: rotating the sun to place it in my desired position.
Building 3 spaceships in Maya Autodesk:
I demonstrated the process of how I built and textured the second spaceship. (on the left).
For this task I only used the extrude tool to model my spaceships.
I added a stage by extruding one side of a plane and beveling the sharp edge so my spaceships would be viewed in an appealing background.
Note: only pressing [3] on the keyboard will only shade an object smooth in the viewport, NOT in the rendered view hence the finished product.-I picked the chrome preset which was a quick and easy method of giving my spaceship a chrome material.
I applied the same methods of modeling and shading to 2 other spaceships.
I referenced each spaceship on one of the three Marvel Avengers charcters:
Left spaceship: Thor Odin-son
Middle spaceship: Ironman
Right spaceship: Captain America
Fake news 1:
I aim to make a newspaper about a chemistry experiment gone haywire at the University of West London.
This experiment causes massive amounts of poisonous chemicals loose in the air alongside an explosion.
Modeling and rendering cups in Autodesk Maya
I modeled a variety of different shaped cups using Maya’s “NURB” curves.
I navigated to [create]>[curve tool]>[base curve tool].
This tool allowed me to plot out vertices which when connected together would form a curve after at least four of them have been drawn.
I had the outline of half a wine glass, I needed it to extend in a specific direction originating from the world axis.
To do this, I navigated to [surface]>[revolve].clicked on the option’s box and opened the following menu:
I picked thee settings and my wine glass was almost done. After revolving my curve, the new mesh I had added was converted to polygons automatically. However, it was facing inward and looked like this:
To tackle this obstacle all I had to do was navigate to [mesh display]>[reverse] and my mesh flipped its facing direction.
Now that I had finished modeling my wine glass I modeled a few others as it and placed them onto of a plane.
I modeled a mug and a kettle where I also had to use NURB curves but this time for only their handles.
To create their handles I simply selected the middle faces in my mesh, drew a curve of how I wanted my handle to look like, selected them both, extruded and added subdivisions so the curve would be able to bend properly.
All my objects were modeled on top of plane.
I rendered my scene by positioning them as if they were placed on a table with imperfect positioning by human hands.
I gave all my objects an “AI Standard surface shader” found in the Arnold section of the material menu.
I added a kitchen hdri because I thought it best represented the environment all my objects would be put together.
Secondary research
Alexander Rodchenko,
Some of Rodchenko’s photographic work:
Abstract photography:
was a well-known Russian artist, sculptor, graphic designer, and photographer who lived from 1891 to 1956. He was a crucial figure in the Russian avant-garde art movement, particularly in the creation of Constructivism, a major art movement in early twentieth-century Russia. Here’s a rundown of his life and contributions:
Early Childhood and Education:
Rodchenko was born in 1891 in St. Petersburg, Russia.
He attended the Kazan School of Fine Arts before moving on to the Stroganov School of Applied Art in Moscow.
Participation in the Avant-Garde Movement:
During the early 1910s, Rodchenko became interested in the Russian avant-garde movement.
He was a pivotal player in the development of Constructivism, which was distinguished by a focus on geometric forms, a rejection of traditional artistic norms, and a focus on functional and practical design.
Photography:
Rodchenko is renowned for his groundbreaking work in photography. He embraced the concept of “faktura,” which emphasized capturing the essence of an object, often through unusual angles and perspectives.
His photographs were characterized by bold geometric compositions, dynamic angles, and an innovative use of light and shadow.
Graphic Design:
Rodchenko was a pioneer in graphic design. He created numerous posters, book covers, and advertising materials.
His designs were known for their simplicity, use of bold colors, and experimentation with typography.
Sculpture and Painting:
In addition to photography and graphic design, Rodchenko also worked in sculpture and painting. He created abstract, non-objective art that aligned with the principles of Constructivism.
Collaboration with Vladimir Mayakovsky:
Rodchenko collaborated with the famous Russian poet and playwright Vladimir Mayakovsky, producing some iconic works. His work on Mayakovsky’s book covers and illustrations is particularly notable.
Exhibitions and Influence:
Rodchenko’s work was featured in numerous exhibitions, and he had a significant influence on the development of modern art in Russia.
He participated in various Constructivist exhibitions and was a member of important art groups, including the Society of Young Artists and the First Working Group of Constructivists.
Political Engagement:
Rodchenko’s work was sometimes influenced by his political beliefs. He was involved with the Russian Revolution and the subsequent Soviet government, and his art often conveyed messages related to social and political change.
Legacy:
Alexander Rodchenko’s work continues to be influential in the fields of photography, graphic design, and the broader art world. His innovative approach to art and design has left a lasting impact on contemporary creative practices.
Alexander Rodchenko’s contributions to art and design are celebrated for their pioneering spirit and lasting influence on modern art and graphic design. His work is a testament to the transformative power of artistic experimentation and innovation, especially during a period of significant political and social change in Russia.
David Hockney,
Some of Hockney’s paining work:
is a prominent British artist known for his versatile and influential career. He has made significant contributions to various art forms, including painting, drawing, printmaking, photography, and stage design. Here is an overview of his life and contributions:
Early Life and Education:
David Hockney was born on July 9, 1937, in Bradford, West Yorkshire, England.
He studied at the Bradford School of Art and later at the Royal College of Art in London.
Pop Art and Contemporary Art:
Hockney emerged as a leading figure in the Pop Art movement during the 1960s, along with artists like Andy Warhol and Roy Lichtenstein.
His work often featured themes of modern life, consumer culture, and personal relationships.
Paintings:
Hockney is widely recognized for his vibrant and colorful paintings, often characterized by a distinct use of color and stylized realism.
He is renowned for his swimming pool paintings, including “A Bigger Splash” (1967), which is considered an iconic work of art.
Portraits:
Hockney has painted numerous portraits, including those of friends and family. His double portraits are particularly celebrated for their exploration of relationships and the passage of time.
Landscape Paintings:
The artist’s love for nature and landscapes is evident in his work. He has created a series of landscapes, including scenes of his native Yorkshire, California, and the Grand Canyon.
Photography:
Hockney has used photography extensively in his art. He is known for creating photo collages (joiners) that consist of multiple photographs arranged to create a single image.
His use of Polaroid and later digital photography has had a significant impact on the art world.
Stage Design:
Hockney has ventured into stage design, creating sets for various operas, including “The Magic Flute” and “Turandot.”
Exhibitions and Recognition:
His work has been exhibited worldwide, and he has received numerous awards and honors, including the Order of Merit from Queen Elizabeth II.
Major retrospectives of his work have been held at prestigious art institutions, such as the Tate Modern in London and the Metropolitan Museum of Art in New York.
Openly Gay Artist:
Hockney has been open about his homosexuality and its influence on his work. His art often explores themes related to gay love and relationships, contributing to the LGBTQ+ artistic canon.
Legacy:
David Hockney’s art has had a profound impact on the contemporary art world, influencing subsequent generations of artists.
His versatility as an artist and his innovative use of technology in art have made him a trailblazer in the field.
David Hockney’s body of work is characterized by its diversity and innovation. He has played a pivotal role in the development of modern and contemporary art, leaving a lasting legacy that continues to inspire and influence artists and art enthusiasts worldwide.
John Stezaker,
Some of Stezaker’s photographic work:
is a British artist known for his work in the field of contemporary art, particularly in the medium of collage. He is celebrated for his innovative approach to image manipulation, combining and juxtaposing found images to create new and often thought-provoking compositions. Here is an overview of his life and contributions:
Early Life and Education:
John Stezaker was born on 23 August 1949 in Worcester, England.
He studied at the Slade School of Fine Art in London during the late 1960s.
Collage Art:
Stezaker is primarily recognized for his collage art, which involves the appropriation of various printed materials, such as old postcards, vintage film stills, and other found images.
He skillfully combines and manipulates these source materials to create surreal, enigmatic, and visually compelling compositions.
Juxtaposition and Transformation:
One of his signature techniques is the juxtaposition of images to create a tension or dialogue between them. He often merges disparate elements in a way that challenges the viewer’s perception and interpretation.
Stezaker’s work blurs the line between reality and fiction, often conveying a sense of uncanny and mystery.
Exploration of Identity and Portraiture:
Many of Stezaker’s collages focus on portraiture and the human form, often obscuring or transforming faces through the clever amalgamation of images.
These pieces question our understanding of identity, representation, and the gaze.
Exhibitions and Recognition:
Stezaker’s work has been exhibited widely in both solo and group exhibitions. He has received critical acclaim and recognition for his contributions to contemporary art.
His art has been featured in notable institutions, such as the Saatchi Gallery in London and the Museum of Modern Art (MoMA) in New York.
Awards and Honors:
John Stezaker has received several awards and honors for his work, including the prestigious Deutsche Börse Photography Foundation Prize in 2012.
Influence on Contemporary Art:
His unique approach to collage and appropriation has had a significant impact on contemporary art, inspiring other artists to explore the boundaries of visual storytelling through the use of found imagery.
Conceptual Engagement:
Stezaker’s work is deeply conceptual, and he often engages with philosophical and aesthetic questions related to visual culture, memory, and representation.
John Stezaker’s art challenges our preconceived notions of images and their meanings, encouraging viewers to think critically about the act of looking and the transformative potential of combining visual elements. His work continues to be celebrated for its thought-provoking and visually engaging qualities.
Fake news:
My idea for this project is a series of unfortunate accidents in a chemistry lab lead to poisonous outbreak. This outbreak causes a fire and poisonous chemicals to roam freely in the building to the sky. I will use Adobe Photoshop to create such an image and afterwards I will add it as a story on a broadsheet newspaper. This story will be submitted on Halloween (31/10/2023) which would match the theme due to the orange fire representing pumpkins and green poison representing fear which is a huge aspect in halloween.
These are the assets I used (I will show how I used them afterwards):
This is the process of how I created my image:
I added pngs of people running in panic and blurred them out because newspapers usually do that to avoid a lawsuit from the people in the photo.
This is my final photo:
The newspaper (final product):
Modeling and rendering a Stop-watch in Autodesk Maya’s Arnold render engine
This is my work-flow:
The next few slides will be a series of modeling the stop-watches key-chain extension. I modeled this part by adding a series of cylinders, a sphere and a torus. Afterwards, I simply altered their scale, rotation and placed them in my desired area.
After altering the position of my area lights alongside their settings I came to find this angle and lighting work best with my stop watch model:
Maps and Rendering:
During this week, I explored Maya’s “Hyper_shade editor” which allows me to create specific textures that also react differently to light when needed to.
Working with the ramp node:
I wanted to learn how to break off the nodes from the texture. Nodes such as the ramp and checker.
After, this I broke each node’s connection to my AI standard surface shader.Working with bump mapping:
Working with displacement mapping:
My bond gadget:
For this assignment, I decided to model a computer mouse that when plugged into a device has the ability to by pass any security such as passwords. I used Autodesk Maya to make this.
Here is the main image:
Wireframes:
Raw mesh:
Renders of objects:
The process behind certain modeling techniques:
Modeling a mouse could be challenging because of its irregular shape. To tackle this issue, I used a blueprint image to trace the basic outline of a mouse.
Making the keyboard’s buttons using the “Bevel” feature:
I used extrusion to model the mouse’s scroll wheel:
I made my mouse’s wire using Maya’s “Nurb Curves” feature:
To make a screen effect, I needed my mesh to have lights emitting from themselves. To do this I used Arnold’s “Mesh lights” feature.
UV mapping:
To practice my UV editing skills, I balanced a workflow as such:
1: Cutting my UV main map into sub-parts based on my model in Autodesk Maya.
2:Unfolding each part and altering its 2D placement texture in Autodesk Maya.
3:Creating a costume UV map in Adobe Photoshop.
4:Importiung the costume UV map back to Autodesk Maya, applying an Arnold AI standard surface material to my object with a 2D texture color and choosing my costume UV map.
I molded basic mushroom using previously learned techniques in Autodesk Maya which was going to be the object of my UV map.
This is my process:
I applied a sun hdri to my scene alongside an Arnold AI standard surface material to the mushroom with a 2D texture color.
Week 9: Introduction to Substance Painter
I was given a pre-modeled Autodesk Maya model of a barrel.
Link to the website:
https://substance3d.adobe.com/community-assets?assetType=substanceMaterial#
Usage of Stencils:
To apply my newly learned skills I textured the barrel from 0.
I now needed to import it to Autodesk Maya:
These are the image texture’s maps I exported from Adobe Substance Painter:
Note: this render and texture is not to my best of abilities. This was merely a trial.
Assignment 2: “Time Leap”
For this project I needed to model and texture a defining item for a historical period of time in Autodesk Maya and Adobe Substance Painter.
I decided to model a “Steam Locomotive” from the 19th century.
The processes:
These are my UV maps for each part of my model. To do this, I used the UV cut and saw tool to mark where I wanted to use the planner on each object:
Engine:
Big pipe:
Driving room:
Full UVs
Mt textures in Adobe Substance Painter 3D:
Additional credit to Ali Daouk for his artistic contribution. alidaouk4@gmail.com
Wireframe:
Renders: