《3DS Max场景绘画教程》cmiVFX 3DS Max Matte Painting Extractions

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由cmiVFX公司出品的cmiVFX 3DS Max Matte Painting Extractions 教程,3DS Max场景绘画教程。
在电影拍摄中很多时候,实景不能满足剧情、导演的需要。为了能出现符合剧情,或者导演想法的场景,导演们让画家把他们想要的场景画在玻璃上,然后放在镜头前,通过光学手段,遮挡掉他们不想要的场景。于是Matte Painting就诞生了。Matte Painting可以用来创建整个场景,或者对已有场景进行扩充。
Matte Painting 是电影特效的鼻祖,最早出现在黑白无声电影的时代,其发展历史几乎和电影一样古老(大约1911年)。第一个接景于1907年由 Norman A. Dawn (ASC) 制作,绘制了电影《Missions of California》。Matte Painting对国外来说是一种最常用的手段。MP的第一个高峰是1933年的电影《金刚》,它也是电影特效的第一个高峰。几十年之后的另一个高峰是《星球大战》3部曲。近年的一个高峰,是结合了CG技术的《魔戒》3部曲和《星球大战前传》的3部曲。值得一提的是,《魔戒》的成功让世界再次共同关注,结合了CG技术后Matte Painting更为强大的电影特效魅力!

《3DS Max场景绘画教程》cmiVFX 3DS Max Matte Painting Extractions 《3DS Max场景绘画教程》cmiVFX 3DS Max Matte Painting Extractions《3DS Max场景绘画教程》cmiVFX 3DS Max Matte Painting Extractions 《3DS Max场景绘画教程》cmiVFX 3DS Max Matte Painting Extractions

起初Matte Painting的诞生是为了修饰画面,但之后被人发现其更大的优点:提高制作效率,节约成本。
如今,借助计算机图像(CG)技术,以计算机图像“层”的概念取代以往的“玻璃板”,可以通过虚拟数字技术以Matte painting创建完整的摄影场景或者对已有场景进行扩充修饰。Matte Painting变得更为精确、易操作,更具创造性,往往可以创造出足以乱真的影片场景,由彼得·杰克逊Peter Jackson导演的电影《魔戒三部曲》The Lord of the Rings中大量运用Matte painting创建想象中的中土世界里的场景。典型的Matte Painting运用还有《加勒比海盗》《星球大战》《金刚》《终结者》等。
cmiVFX - 3DS Max Matte Painting Extraction
English | MP4 | AVC1 1024x576 | AAC 105 Kbps | 771 MB

Genre: eLearning

Have you ever wanted to know how to convert a still image to an animation and be able to "fly through" it in 3d? Learn how to set up beautiful camera projections inside of Autodesk 3DS Max. Practice the techniques and theory about camera mapping and you will understand how to solve complex 2d to 3d conversions for a wide variety of shots. With this training video you will get the solid foundation you are looking for, from beginning to advanced knowledge about how to utilize Matte Painting Extraction techniques. The use of this video will translate skills to almost any CG Animation package
Basics
Camera mapping is a topic that you can create as little or as much detail that you want based on the distance from the camera you are required to use. As you learn from this video you will be able to make increasingly complex projections, but as with everything else, you have to start with the basics. We walk you through the basic steps involved and create a simple projection, so you can get the hang of it. This part is for getting you started and to show you the most useful tools in 3DS Max.
Texture Extraction
Now it's time to start on the advanced project which has a much more complex projection. We will go through every step from having just a still image frame to a complete animation. In photoshop we are going to extract different parts of the photograph and you will learn the theory behind texture extraction. (This is very important)
Modeling
Aligning the camera and creating geometry for objects in the image is key to creating a successful projection. Start with simple splines and primitives to build your scene from scratch using the image as reference. Learn some helpful tips and tricks for modeling that will both speed up your workflow and improve the final result.
Texturing
The very heart of this tutorial is the mapping process itself. Learn the methods of projecting textures and how to set them up for the optimal result. We will go through the process of aligning how the textures are projected.
Troubleshooting is one of the most important skills needed for creating stunning projections, since problems that need to be solved always come up one way or another. When the projection is completed we add a camera and animate it.
Rendering
The last step in 3DS Max is of course rendering everything out to disk for later compositing. Learn how to deal with complications when rendering the z-depth pass. We will work our way around a difficult problem plaguing all CG application with the z-depth pass and show you how to deal with it. Set up custom falloff materials and use them in combination with the automatic z-depth pass to get the optimal result.
Compositing
Put together a working z-depth pass using a few tricks and effects in Adobe After Effects and use it as a map for depth of field. Learn some different uses for the z-depth pass and how to use it for different effects such as fog or simulating night.
About The Artist
Marcus Lundberg is a young Swedish 3D-artist and modeler who recently has begun working as a freelancer. He main areas are creating matte painting environments, high-poly modeling and fluid simulations. He has a big interest in visual effects and discovered it in his late teens, and it has been his big passion ever since. Making tutorials and sharing his knowledge is another one of his passions. Marcus, who considers tutorials one of the best ways to learn a program or method, enjoys teaching and passing his skills on.

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