Working with different angles/shots, same scene

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  12 December 2012
Working with different angles/shots, same scene

Hello. Lets say you are working on mattes for a scene that will have different angles/shot types, i.e, starts with a very wide one and then cuts to the character in close up showing a bit of background. Do you deliver an extra resolution matte so the compositor zooms in up to some % without losing much detail or do you make a matte specifically for each? Thanks
 
  12 December 2012
depending on the angle, and what if you already have like 2-5 different angles and the client suddenly change one of them, you can't make a lot of hires paintings for each camera, what we would do at ILM is not a matte painting but a full 3D environment, it's more efficient this way .
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Jaime Jasso
Lead Digital Matte Artist
Industrial Light and Magic





 
  12 December 2012
Thanks Have been seeing some of the cyclorama-mattes ILM used in the Episodes, impressive work! Got curious if with some extra work to make them HDRI's they are also used for lighting the scenes -- oops just realized you said 3D not 360

Last edited by Ethervoid : 12 December 2012 at 04:02 PM.
 
  07 July 2013
I believe Jaime is referring to a full 3D environment build.
Which involves modelling, texturing, lighting and sometimes additional matte painting paint overs.
Depending on the camera move, on smaller budget productions you would solve such a shot with two flat paintings. The matte painter would hand it directly to the compositor and it will stay fairly cost effective.
But it depends on the type of environment and the camera push in.
If it is more complicated, a full set has to be built and most likely Mari UDIM textures created. It's really shot dependent and gets evaluated before the task is being tackled.

Originally Posted by Ethervoid: Thanks Have been seeing some of the cyclorama-mattes ILM used in the Episodes, impressive work! Got curious if with some extra work to make them HDRI's they are also used for lighting the scenes -- oops just realized you said 3D not 360
 
  07 July 2013
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