Step
1.
Shoot our background 'Plates'.
In this case, a seemingly innocent
field trip to Harbor Center in
downtown Vancouver. Color
Correction is first and foremost.
We did several takes to get the
action right before our mentor
decided on this one. I would like
to have rotoscoped the better
aspects of the takes together,
but that option
was closed to us.
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Step
2.
Create the UFO asset,
texture and animate. Additionally,
the background plate is run through
a tracking program which creates a
virtual camera. This is then brought
into the 3d software where the
UFO('s) is(are) animated to the
action. As an additional step, I
took the skyscraper on the right
and created meta-geometry*
for it. This would allow me to
destroy the building if the time
was available. It was not.
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Step
3.
The laser
beam is created
as a particle effect and exported as
a stationary single image sequence.
From there, it is used on a 'card'**
and is rotated to give the illusion
of sweeping laser fire across the
camera. A similar technique is
used for the explosions and smoke. |
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Step
4.
Separate 'render
passes'***
are done, hiding some things on
some passes and other things on
other passes. This allows for more
versatility when compositing the
elements back together again**. |
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All
the UFO's, the skyscraper and
the smoke and explosions were all
rendered separately. The UFO's, as
stated above, were rendered in four
separate passes -color, specularity,
shadow and beauty. |
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Step
5.
Put it all together and then
give it the final dash of spice in
compositing... Finished!
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Skills
Utilized:
: Color Correction
: Matte Painting
: Photogrammetry
: Matte Cutting and Creation
:
3d Modeling, Texturing and
Animation
: Camera Tracking
: Particle Dynamics
: Standard Film Editing Tricks |
Software
Utilized:
:
Adobe After Effects Pro 5.5
- Compositing and Final Output
:
Combustion 3
- Particle effects
: Softimage XSI 4
- UFO model creation
: Maya 6.5
- UFO Texturing and
all Animation
: Boujou 2
- Camera Tracking
: Adobe Photoshop
- UFO Texture, BG Painitng,
Separation and Cleanup
: Adobe
Premiere 6.5
- Initial and final editing
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* Meta-geometry.
n. Not 'real' 3d geometry, nor is it 2d.
It is sometimes called 2.5d geometry, 'Photogrammetry'
is the proper term.
So whereas 'real' geometry is fully-realized in all dimensions and
can be viewed from any angle, metageometry can only be viewed from
the angle that it is created for.
The skyscraper in this shot is only viewable as a skyscraper from
this one camera angle. If you looked at it from the top, side
or bottom, you would only see a few weird looking polygons.
Photogrammetry is the difference between drawing a kitty-corner view
of a building on a piece of paper and making a crease down that corner
of the building, and fully drawing that same building -all four sides
plus the top, and then cutting it out and properly folding and glueing
the paper into a cube shaped exactly like the building.
return to step 2.
**Cards. Cards are
a 2d 'cheat' (I prefer the word 'trick'. Cheating is unethical
under all circumstances. But trickery is a time honored bit
of fun when done in a positve light. -that's just me though...)
Cards are used as stand-ins when doing the same thing in fully 3d
space would take too much time or cost too much money. The hard
and fast rule in production is that if you can do it in 2d as well
as it can be done in 3d, do it in 2d. The cost difference can
be staggering. And so the card was invented.
Basically, you take an image or image sequence and project it onto
a 2d plane -the card. A common example of a card would be a
moving background upon which actors or stage elements are filmed against.
In my shot, the lasers, smoke, and explosions are cards. The
skycraper on the right is photogrammetry and the UFO's are fully 3d
objects. All of it could have been done fully in 3d, but the
time required would have been more than I had. Conversely, the
UFO's could not have been done in 2d at all. So a good vfx crew
(supervisor) will determine what can be done with what techniques
to achieve the shot in the least amount of time while getting the
most quality out of each shot.
return to step 3.
*** Render
Passes. There are several reasons for wanting to separate
as many elements into render passes as you can. A couple reasons are:
if you don't like one element out of the entire piece (or there si
aproblem with that element), you need only
go back and change that one thing, rather
than reworking the entire piece (a costly proposition). Another
reason is that it takes less computer time to render the passes separately
than together. In a huge production, this can save days and
even weeks and all the money that would have cost.
Render passes even go so far as to separate the shadows, highlights,
color and other aspects of a single element. This way, if the
shadows are too light or dark, you can change them e | |