courtyard - matte 2,5d projection test


#1

Hi, this is my first step done towards matte painting. Because professionally I’m oriented more towards concept art and set design, the entire mapping and 2,5d workflow was absolutely unfamiliar to me.
I’ve followed everything I could learn from gnomon camera projection dvd’s, got some workmates help to get a slight clue about 3ds max and fusion and this is what I came up with:

   [b]Final shot:[/b]
   [http://maciejkuciara.com/matte.htm](http://maciejkuciara.com/matte.htm)
   
  

   [b]Original plate[/b]:
   [img]http://maciejkuciara.com/images/matte_asian_source.jpg[/img]
   
   [b]2d matte:[/b]
   [img]http://maciejkuciara.com/images/matte_asian.jpg[/img]
   
   Originally, I made entire thing as 2d pic, then afterward, redone it into 2,5d camera projection thing. Apart from simple things I had to learn meanwhile about mapping etc, the biggest blockers I found hard to go around where:
   -figuring out 3ds max camera mapping pipeline (if to work with standard bitmap material and higher-res meshes or lowpoly + camera per pixel material, which ain't shown in viewports but does render much faster in the end).
   -front image elements have been quite though to map and model in a way they won't look flat (they still do).
   -figuring out easiest way for particles (gone with fractals on alpha from prepared cloud image with angle and movement animations).
   -z depth rendering from low poly planes in max (rendered only opacity and self-illum with falloff material).
   
   I'm missing something in that shot, it looks still somehow dry and static. Maybe some more dust crawling in a front area? Any advices and tips would be good in here.
   Thanks
   
   edit: oh and yea, alpha of background middle building seems to be a bit of on a left part of its edge..

#2

:eek:

This is wonderful work man, congratulations!!

I agree with you that the shot as a moving shot seems a bit static and lifeless. The foreground dust being kicked up could help. A subtle bit of movement in the lantern could help a lot too maybe?

Could we see a wireframe or grey-shaded render of the 3d scene before projection? Would love to know what level of detail you went into with modelling and how many layers you broke this down into.

Beautiful stuff mate, i cant say that enough!

Nick


#3

And i just checked out your website… Your work is new to me except that i recognise the cover from Matte Painting 1 of course. I have to say, there is some absolutely stunning work on there!
This one is seriously going on my wall:

http://www.maciejkuciara.com/images/land_001.jpg

Man i have so far to go…

Nick


#4

hi there, the painting is great but the camera is too fast, I think just a slow move would have make it .
great work,! show us some wireframe of the geometry u used please


#5

thanks for feedback,
yea it seems like slower camera move could make a thing.

here is the wireframe:

you can see my n00b job done in here. some objects are having much more polygons than the others and thats due to a fact I started modeling with standard bitmap materials and higher poly objects and after some while i switched to camera per pixel material and reduced polys where I could to make final rendering faster. And here is a point Im not yet sure which technique is in the end more efficient. not beeing able to view cam per pixel in viewports is kinda meh.

front objects (altar and little tower on the right) were built with 3 differnt meshes stiched together (probably I could just keep 1 mesh with 3 mat IDs) to get proper parallax and get away from very flat looking projection.

I will want to try different things with next painting (mutiply cam projections on 1 object, wider 3d camera movement etc).

I’ve uploaded one more test I did last nite with adding densier dust in front plan. For all particles so far I used rough could-texture work with fractal noise, all beeing set up in compo.

[b]http://maciejkuciara.com/matte_test_003.avi

[/b]cheers,


#6

hi CptObvious,

that looks great!!!

But something is wrong with the fog between the BG hill and wood in the mid.
First it moves, than it stops and goes a little backwards, than it moves again.
The fog in the foreground moves correct.

Greets rasher73


#7

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