Monday, 5 August 2013

Shot007_completed and issues

This is one of the narrow sky shots I need to get it done. It's a challenge that to create the depth in such a narrow space, the most simple way we were thinking was just fill it with a sky matte painting, but we declined that because :first of all, all of our shots happening in the nighttime, although we can fill up with the night time sky, but there won't be enough details to support this scene.Secondly, if we use the sky, then the lights we are going to add on the walls will not be strong enough to effect the skys and give it uniform colours.The last thing is, sky is not a good enough element for the sci fi work.

Fortunately, I found a really good reference game called "Remember me", there'a scene that happens in the similar scene as we shot:

I took the reference of my lighting in the concept art:

These are the original 3D elements layer and plate:




For this scene, the feeling I want to catch is dangerous and mysterious, we would defocus the background to let people can't see what's over there exatcly,but still need a lot of details to keep the quality.

The final version completed:
I created the left and right sides' matte paintings to help lighting up the whole
scene.  and created the high contrast of the colours.
Red could be the represent of dangerous, so I added the long red light as the main light for it.


SHOT002_completed

Shot 002 is the one of the moving shots in our film which has a lot of camera movement and perspective,I need to create both sides of the scene and also notice that the size of the art is big enough and high resolution that the comp team could use immediately.

The colour reference I took from the two amazing art works below:


The first one is the represent of the warm colour work in the night time, the below one is in the cold tone ,I wanted to created the colours between warm and cold but doesn't messed up.

The orignal 3D elements layers:




The final left side:

The composition test:

Firstly, I earased the round building in the middle to leave a breath place for the character .I used the warm colour to make the buildings near the focus come front ,I did some matte painting lights for the nearer buildings with red and yellow. For pushing the other elements back forward and make the depth, i used the blue and cyan-blue and also reduced their transparency,to let people feel they are far away and coverd by some air and fog. The area of the brightest light is for the character to fly by.


The right side of shot002:

 i used some high resolution photo materials and painted over them to make the foggy atomosphere, I don't think make the both sides balance and fill up with the same buildings could be a good choice, so i chose to make this side more mysterious feeling, because our character is flying from the left to right, it's a good feeling that he fly into a world that we can barely see the details to make the audience feel curious and not to feel bored.

Shot008 _completed

Shot008 is a shot we shoot in an alley, this is the original plate cleaned below:
 We can only see a narrow sky in this scene, we want more scifi feeling. To get the result, I deleted the right part of the walls,Michael added some 3D scifi buidings in it. Here are the layers of the 3D elements:



This is the completed version of the pure 3D shot008:

 It already has the feeling of depth,but if we see through it, there are some perspective issues that coudn't be ignored.The most obvious one is the white elevator in the right side , I did some perspective lines to help us to find the problems.
The vanishing Point of  the elevator is totally different from the buidings' which will make the scene never looks right. And the Burj Dubai in the left bottom increased the burden of the whole scene again, it's unnecessary and destroyed the depth.

The matte painting version of shot008:



 As we can see , i corrected the perspective issues which appeared before, also added different lights to make the style uniformed,I gave a spot light in photoshop to highlight the depth also covered some details in the corners to emphasise the character.

I havn't modofied the colours a lot of the walls in the concept art stage, I guided the comp team modified the colours and added several warm lights out of the windows in the comp stage.

Here is the final comp result, the matte painting I created has been used directly in the final movie .

This shot is for the second part that people could recognise that the character is falling down, so or the depressive and sad feeling we discussed to make the scene darker and bluer.

SHOT001_completed

The original tunnel plate for shot001:
For this shot , I contributed the idea of making different kind of lights in the tunnel to decorate and also illuminate it.
The work I need to do in this stage is fill up the little square space with matte painting background.


The first early time matte painting for this shot:
Unfortunately, this painting is in the daylight before I decided to make the whole movie in the night, so it doesn't match our project well, but it was a good practise of the making of buildings in matte painting also a valuable space and colour control parctise.
 



The layers I got from team member Michael:


The final version :

I corrected the colours into red and blue ,also used the red light to highlight the scend,make it looks more myserious.

The final comp result:


SHOT004—completed

First early draft of shot004:
The problems I can see now after I tried alot of way to improve my environmental design are:
  1. There's no contrast among these colours, we can't really tell which part is infront and which is behind.
  2. Although the purpose i used different angles of the buidings is want to confuse people , but it also confused me, all the spaces are messed up in this scene.
  3. No focus.
For create the scifi feeling and destroyed city as well, I modelled several damaged pillars in MAYA to take place of the original ones.

The 3D pillars:



 With texture:



 The completed version:

Final version with the golden ratio test:
I used some fog to cover some unperfect part of the texture, and also make the balance of the buidings.

First 3d elements version of shot003 &004

 shot003

shot 004

SHOT005_completed

Since we have two shots of the postoffice in Dundee need to be done, I began to do with shot005 after 006 is done.
Shot6 is a shot which has strong perspective angle,I found two ways to create the space for it.

The original plates for this shot:





The first version of shot005:
 I've got the inspirations below:
For this version ,I created a space with different angle, deleted most of the 3D elements and filled up with matte painting. But when I tried to comp in Nuke ,we found it's unable to use matte painting for the background, the camerais moving, even just a little bit, but still could cause the perspective problem.

The final version:

I used the same colour as the shot006 , and also made a small warm and shiny space in the middle of this scene for the character.

The final comp with character in it: