Digital Matte Painting
- Twilight inspiration
- Gloomy
- A single goat up in the mountains
- Great distances
- Fog and mist
- Overcast
- Sci-Fi
- Planets in the sky
- Purple/Blue color scheme
- Someone (person or animal) looking over a city
- Skyscraper city
- Wideshot of city
- Nighttime
- Simple savannah
- Sunset/Golden hour
- Warm
- Siluette
- Yellow grass in the front
- Single tree in the distance, thats the focal point
Skyfall
My original plan was to do the entire photo as wide shot. However, as I was working on the photo I liked the vertical version better. Also, it saved me time since I was in a time crunch. Therefore I made the decision to change into a vertical picture.
Blade Runner
Originally the plan was to have planets in the sky. However, due to time limitations I did not have the time to blend and adjust them to the scene. I decided to cut them out, and ended up liking the result better without the planets.
Lion King
It was difficult to blend the different bushes and grounds together, but playing with colors did the trick. I also messed around with eraser to blend them.
Breakdown
Frankenstein
Pre – Production
Notes about Guillermo Del Torro:
- Blue Sepia colors
- Darker
- Sci-Fi/Fantasy
- Grain
- Goth
- Bland colors
The idea is a 5-10 second long clip where the camera is slowly paning. I haven’t decided which direction but I want it to pan from side to side. I’m getting a mixamo character with a simple walking animation that will walk forward slowly, this is Frankenstein. It will be very dark, no lights except some from the sky. You can only see the siluette of the character. The buildings on the street are going to be older, bricks and worn down a little bit. I want to create sort of a gothic vibe. Lightning will flash multiple times which lights up the scene.
The second idea is a castle with lightning in the background. Pan from left to right. The shot is around 5-10 seconds. It will be very dark, darker than this picture. More of a siluette. Very gothic dark themed. The lightning will brighten up the scene in flashes.
Creating the lightning and fog
Creating the lightning wasn’t too hard as I have done lightning in Houdini. It’s basicly just adding noise to a line with more lines connecting to it. The system I set up for the lightning can be used and modified for other projects very easily.
I made a base cloud for the sky, and I will make more clouds to add to this. This is basicly a background for my other clouds which will be more dense and fluffy.
Created a fog for the lightning to give it more of a halo/glow effect. It adds to the look of the lightning in the end.
Started creating the environment in Photoshop. The first thing I did was to create a slap comp. I roughly cut out my images and put them together to get an idea of the composition.
I started blending and cleaning up the edges and also fixing the distortion and perspective of the buildings.
Creating clouds and setting up scene in Houdini
I started with creating one cloud. I used a geometry and noised that up, converted it to a volume and noised up that too until I got a cloud I liked. I then used the same system for multiple different shapes to get a nice bundle of clouds. Then moved them around and merged them together.
I added another lightning by copying the lightning geometry node in the object network, and then I made some adjustments. I changes the transform, scaling and timing of the new lightning in order for it not to match the first lightning.
I added the character to the scene. The character is retrieved from mixamo with a walking animation added to it. It came with a sword through the stomach and I just removed it with the blast node. Then I retimed it to start walking when the lightning hits.
Finishing matte painting
Compositing
Final Video
Breakdown
Wall – E
Individual Ideas
Group Idea
- In a group with Olivia
We are creating a wide shot with a large scale environment. Its going to be sunny and warm lighting, and very dry and dusty environment.
My tasks
- Create building destructions in Houdini
- Create atmospheric dust/sand and particles in Houdini
- Comp together in Nuke
Olivia’s tasks
- Model buildings and environment in Maya
- Texture building and environment in Substance Painter
- Setup camera and lighting for render in Maya
Creating dust particles
Creating flying sand for the ground
Building Destruction
First draft of the building destruction. I want to control the breakage more and will work on that.
Final Destruction
Destruction Smoke/Dust
A flipbook of the smoke simulation.
Compositing
First Comp Draft
I had to render out the building one more time because the smoke was not acting how it was supposed to. I realized that I had by accident chosen the wrong version in the file cache to render out. The issue with this version is that the smoke isn’t dissipating at the end quickly enough, and it hangs in the air after the building goes down. In addition, I had to render the ground sand again because it was completely frozen. The issue here was that I hadn’t selected the entire frame range in my retime node, so it froze early on.
Final
Breakdown
The breakdown is only showing my work in this group project.
You’ll find the other portion of this project at Olivia’s site: Live Brief | oliviacurrie (uwl.ac.uk)
Christmas Advert
Brainstorming Ideas
Potential Companies
- VY (Trains)
- Posten (Mail)
- Tine (Cheese & Milk)
- Gilde (Meat)
- Grandiosa (Frozen Pizza)
Ideas
VY
- Advertisement for a train company in Norway.
Main Shot:
A train driving forward at the bottom of the shot, and camera zooms out slowly with more and more nature coming into view. The view is filled with mountains, northern lights, snow and stunning visuals.
Additional shot:
Beginning shot of someone sitting in a train looking out the window. You see the northern lights reflect on their face as they sit there. The it cuts to the second shot, which is the main shot.
Inspiration/Moodboard:
Tine
- Advertisement for Brown Cheese
The shot:
A brown cheese on a table. Window in the background with northern lights. Pans downwards from window to cheese. The window is a little bit open and a sparkle trail flies in through the window towards the cheese. Focus shifts from window to the cheese. Sparkles around the cheese to reveal text. Goes from “Brown Cheese” to “Merry Christmas”. Other Christmas related elements on the table, but not as main focus.
Inspiration:
The last shot in this advert:
The movement of the ‘Sparkles’ in this commercial:
Pre – Production
The Idea: Train commercial for VY
The model was found on sketchfab by artist Timblewee.
Production
First draft of matte painted environment
The final image is not going to be black and white, but I find it easier in the beginning of the process to make adjustments and blend when there are no colors in the photo. The black line moving across is going to be the train tracks.
Aurora Borealis (Northern Lights) early look devs
These are some early look developments of the northern lights that I am creating in Houdini. This is just to get an idea color wise and shape.
I started working on the northern lights. However, I’m not the biggest fan of the look at the moment. It’s not smooth enough. It feels very streaky and blocky as of now.
Further developing the matte painting
Look developments of the shot while working
Some different developments of the northern lights.
Creating the northern lights in Houdini
I started with creating the curves that would be the source for creating the northern lights. The resample node scattered points on the curve, and the carve node I used to animated the line growing and decreasing.
Another resample node to scatter points on the curve we made. Then using vector operators (VOPs) to create smaller and larger noises moving along the curve. Then the noise color sets up noise for the height of the streaks later on. Using a wrangle node we create channels to control the height, and another to adjust the orientation of the lines. Then using copy to points we scatter lines onto the points on the curve.
The UV texture creates a slight fade to the top of the streaks and the wrangle creates a channel ramp to controll the width of the polywire so it’s thicker at the bottom and thinner at the top.
Then we convert this into a volume and blur it so the lines aren’t as harsh. We use the VOP to control the density.
Used the same setup with slight adjustments to the blur and height to add more streaks, another layer.
This is the setup for the northern lights. The initial streaks, added streaks and a very blured out low denisty version to act as fog.
To setup the train I split the train into two seperate parts, the front and the back, and then used transform to animate the trains movement.
This was the final setup in the object level with the multiple layers of northern lights and the render setup with cameras and lights.
Compositing
Using roto and grade I created a fade on the bottom of the northern lights to integrate them better to the environment.
To create a shadow I used the train and used transform and mirror to flip it so it mirrors the train. The grade made it dark and dissolve adjusted the opacity, then a little bit of blur and putting it on a card.
Using roto I blended the sky and the top of the mountains more.
I used roto and grade to fix a small patch in the mountains.
Using roto I separated the back mountains to darken them slightly more to enhance the depth feeling.
Using roto I was able to grade the city seperatly to keep the light from the city warm while the rest has a slight more blue tint.
Used edgeblur and erode to blend the edges on the front snow more with the scene.
First Draft
I got feedback to try integrate the train more to the scene, by creating a shadow for example. Another was that the grading and blur was to heavy on the scene. Also there was to much paralax so the cards needed adjustment and slow the camera movement down.
Final Version
Breakdown
Challenge
Pre – Production
- The idea is to get a 3D character with a dancing animation from mixamo. Then using Houdini to add a blue magic trail coming from the hands and feet while dancing.
- After a lesson, my teachers gave me an idea on the background and setup for my project. I decided to follow this advice and use the video below as my referance to the scene. I therefor decided to not go with the city background as originally planned.
Production
Houdini Simulation
Importing the character and animation.
Cleaning up the attributes and grouping the hands and seperating them from the body.
Seperating each hand and using polyfill to fill the gap on the back of the hands.
Scatter points on the surface on the hand and computing the velocity.
Optimizing the stepping so it runs smoothly. Creating a trail and adding points between the frames.
Using a wrangle to set a density attribute and noised up the position. Then noised up the density values as well. Lastly rasterizing the attribute into a volume.
Rasterizing the velocity attribute.
Creating a costume velocity by using a color grade and parameters from the noised up hand.
Scattering points inside a bounding box.
Creating a custom velocity field by using attribute transfer to transfer the velocity into the bounding region and also setting a velocity within that field.
Using the density, velocity and custom velocity field to create a smoke simulation. This will be the source for the particle simulations later on.
LAYER 1
The source for the particles to birth from.
The particle simulation with a color ramp added to it.
LAYER 2
The source for birthing particles in layer 2. Nearly same method as layer 1, however additional geometry was added through creating a trail between frames and adding points between.
Using volume analysis to create a gradient attribute that plugs into the POP net.
The same process as layer 1 but other colors to the color ramp.
EMBERS
The source for birthing particles.
Noising up a grid to use as the embers.
Copying the noised up grid onto the particles from the simulation.
Look development draft
At one point I wanted to rather use smoke and layer 2, but after further development I used the smoke only as a source.
Houdini Final Render
Compositing in Nuke
Firstly setting up the character and merging with the hands which I rendered seperatly.
LAYER 1
Seperating out the alpha and adding a slight glow to the layer. Then merging that with plus operation on top of the character.
LAYER 2
Same procedure as layer 1, with a slight more glow to it.
Same procedure as the other layers, but with additional glow. I wanted the embers to really glow.
Final
Breakdown
Showreel Live Brief