An investigation on Matte Painting techniques
Transcription
An investigation on Matte Painting techniques
A journey into Matte Painting Innovations Project by Valeria Romano NCCA 2008 CONTENTS ABSTRACT 4 Introduction 5 Chapter 1 MATTE PAINTING HISTORY 1.1 Brief overview of historical matte painting techniques o Glass shot o Mirror Shot o In-the-camera matte shot o Bi-Pack printing o Travelling mattes o Front and rear projections o Miniatures o Computer technology Chapter 2 Chapter 3 Chapter 4 6 DIGITAL MATTE PAINTING TECHNICAL ASPECTS 2.1 Lighting, perspective, and composition o Source material and light o Some notes on perspective o An outline of compositional rules 12 2.2 Image details and Image resolution 14 ARTISTS’ WORK: HOW TO CREATE A MATTE PAINTING 3.1 Basic suggestions 17 3.2 Examples of techniques 17 3.3 Camera mapping (or projection mapping) 21 CREATING A MATTE PAINTING 4.1 Project breakdown 23 4.2 Establishing composition and perspective 23 4.3 Freehand painting and Photoshop techniques o The house o Day-for-Night o The sky o Background trees 25 4.4 The final painting 29 4.5 Maya projection techniques 29 2 4.6 Research’s unplanned effects 31 CONCLUSIONS AND CRITIQUE 32 Bibliography and references 35 3 ABSTRACT According to matte painter Dylan Cole “[…] the term matte painter is already an obsolete term. […] Now we are virtual environment artists.” (C. Dylan 2005) This project has a double purpose: research on the subject of matte painting and produce a piece that breaks form the traditional stillness and realism of a matte painting and introduces animated elements and a surreal, but still very believable, elements. The projects has ended up with the creation of two final products which, whilst making use of an identical subject, aim at conveying different feeling through the use of slightly different surrounding elements. This double creation was not planned and can be considered the consequence of the learning process as well as of the enjoyment triggered by working on the subject. The report starts with a brief description of the history of matte painting only superficially describing the amazing techniques matte painters used (and invented) during the time preceding digital techniques. This first chapter takes the reader from Henry Peach Robinson’s technique of combining real subjects and drawings, to the digital realm. Although not strictly relevant to the development of succeeding chapters, this first section was included to satisfy the curiosity of those readers with whom I might share the enthusiasm for the subject. For a deeper reading on the subject see R Fielding, 1965. The second chapter concentrates on reassuming some basic rules to follow in order to produce a believable and aesthetically appealing matte painting. It also goes onto the very useful details of today’s film industry and its requirements with regard to the most - and the least - common film resolutions. Chapter three reassumes and elaborates on the content of various techniques used by some of today’s most famous matte painters (such as Dylan Cole, Dusso, Chris Stoski, and Darin Hilton). There was no scope for going into more technical details for each one of these techniques. However, the bibliography gives a list of the tutorials available on the market from which these techniques have been attained. The last chapter takes through the actual production of two 2.5D matte paintings, from idea development to final result. The production of two matte paintings (rather than a single one) was somehow the result of lack of experience. However, the two final products show how it is possible to play with the same image to convey different ideas and moods. 4 Introduction The choice of subject for this research was made following the feeling of excitement triggered by a presentation by Double Negative. At the time the knowledge of the historical origin of matte painting were unknown to me. During the development of this project I found out that the origin of matte painting shares its roots with the origin of compositing - subject for which I experience a sheer enthusiasm. For this reason this study has taken a route that is different from what it was initially thought. 5 Chapter 1 MATTE PAINTING HISTORY 1.1 Brief overview of historical matte painting techniques The very origin of Matte Painting blends with the beginning of composite photographs and can be traced back to a couple of centuries ago when photography became available to professionals and replaced the traditional portraiture through paintings. Despite the dissent of artists who regarded photography as a mechanical process that took away the “soul” from portraiture, photography developed into a new art form. Composite photography became commercially successful with Henry Peach Robinson (1830-1901) who developed a technique for combining real subjects and drawings trough the combination of several negatives. Henry Peach Robinson “What is it” – 1895 http://www.museumsyndicate.com/item.php?item=54 54] Henry Peach Robinson “A Maiden Meditation Fancy Free” - 1895 [http://www.museumsyndicate.com/item.php?item=54 44] This techniques were inspirational to cameraman/director/artist Norman Dawn who, at the beginning of the 20th century, embarked on the use of a glass sheet between the camera and its subject to improve the latter by means of painting on the glass, initially only on still images, later also on moving ones. The origin of the matted image is believed to have been born. Some of the historically relevant techniques that allow manipulation of scenes filmed on camera are briefly described in this paragraph. Some of these techniques were employed since the beginning of the 20th century. A few of these procedures were in use simultaneously with others and helped the making of some well known films (such as 2001:A spade Odyssey and King Kong). Glass shot: A large sheet of glass is mounted in front of the camera which focuses on the scene. The glass is then painted with the features to be added to the scene 6 with appropriate size, perspective, tonal values and density. Oil-based paints are the favourite media due to their highly saturated colours, which photograph well. The main problem area with associated with this technique is the limited of depth of field due to the distance between camera, glass sheet and background. An example set up for a glass-shot [R Fielding, “Techniques of Special effects cinematography”] Mirror Shot: A mirror reproduces in the exact position of the set an image, which is actually either positioned elsewhere or artwork or miniatures. The camera frames the real scene and the image reflected off the mirror. Mirror shots overcome the depth-of-field problem inherent in glass-shot since a sharp focus can be achieved at a distance equal to the sum of distances from camera to mirror and from mirror to reflected object. Best mirrors for this type of shots are front-silvered as traditional back silvered mirror are likely to produce double images due to the bouncing of light off both front and rear surface of the glass. Example set up for a mirror-shots [R Fielding, “Techniques of Special effects cinematography”] 7 In-the-camera matte shot: A matte box holding a matte plate is attached to the camera. The image recorded by the camera was, during its first exposure, partially obscured by the matte plate. On subsequent exposures counter-mattes with outlines that conformed the first matte is inserted and the film containing the first exposure is exposed once more thus combining the two exposures together. A matte is being positioned in the camera’s external matte box [R Fielding, “Techniques of Special effects cinematography”] A variation of this technique employs a variation of glass-shot to mask out part of the live action being filmed. The glass sheet between camera and live action is not painted to add details but is painted with black paint to mask out part of the scene. Since the black paint does not reflect or transmit light the portion of negative on which the black area is recorded are not exposed. The so partially exposed negative is then completed by exposing it to a matte board where painted elements are created in the relevant area (counter matte area). Example set up for a in-camera-matte-shots showing the first exposure with matted out area and the second exposure with details added by matte painters [R Fielding, “Techniques of Special effects cinematography”] 8 Bi-pack contact matte printing: This technique requires a reel made of both pre-exposed and developed film, and unexposed raw film. These are loaded into a camera capable of taking the double film. The exposed film would sit in front of the unexposed film, with the emulsion of both films touching each other. This would cause the images on the exposed film to be printed by means of contact-printing onto the unexposed stock, along with the image coming through the camera lens. This process was used in some of the scenes in 2001: A Space Odyssey. (http://www.wikipedia.org on 09 February 2008) A simplified sketch of a camera loaded for bi-pack printing [R Fielding, “Techniques of Special effects cinematography”] Travelling Mattes: Matte shots described so far do not allow the performer to move out of their assigned area. The superimposition of two images through double exposure, on the other hand, produces a ghostly effect since the details of the background could be see through the body of the performer. The first travelling matte attempts that making use of optical printing process utilise a process of alternately obscure and reveal foreground and background during successive printing operations. This technique requires the use of a special camera able of recording onto two stripes of films in bi-pack with an intermittent movement. The film for the background is orange dyed and the background screen in front of which the performer performed is illuminated with a blue light. The orange dye would absorb the blue light therefore producing an image only of the areas of the screen not obscured by the actor's body. The other film (not dyed with orange emulsion) would record the actor body since this is not illuminated by blue light. The actors serve as their own matte. 9 Example set up for a Travelling Matte using the Dunning process showing the first exposure with matted out area and the second exposure with details added by matte painters [R Fielding, “Techniques of Special effects cinematography”] From this first attempt other types of travelling mattes, always requiring very specialised equipment were developed. One of the biggest limitations of all these techniques is the impossibility of previewing the result. This limitation was overcome by the rear and front projections. Front and rear projections: Simply an actor performs in front of a large screen into which a photographic image of a background is projected. With a rear projection a large translucent high diffusion screen is used and the projector is located at its rear. In order to produce a good quality result special equipment is needed such a high intensity incandescent lamps to produce a brilliant image over the large area of the screen. Still this process is relatively simple for still images backgrounds but more complicated and costly for moving images. The front projection requires a beam-splitter (two way mirror or other equipment that serves the same purpose) that redirects the projected image along the optical axis of the camera lens. Example of a film shot with a rear projection showing the first exposure with matted out area and the second exposure with details added by matte painters [R Fielding, “Techniques of Special effects cinematography”] Example of a film shot with a front projection showing the first exposure with matted out area and the second exposure with details added by matte painters[R Fielding, “Techniques of Special effects cinematography”] While the rear projection is quite expensive in terms of equipment the front projection is more affordable and has been used in many relatively recent movies such as 2001 A Space Odyssey, King Kong (1976,) Star Wars, and Superman. 10 Although these processes allow seeing the immediate result of the composited images, they both make particularly difficult to match perspective and depths of field of the actual set in which the performers are performing with the set projected onto the background. This limitation has bee overcome by the introduction of computer technology. Miniatures: Miniature can solve the problem of difficult or impossible to find sets. Once built miniature can be photographed in a way that make them appear full-size within the scene. They are more versatile (light, position, etc) and believable (they are three dimensional) than painted background or matte shots. They can be static or mobile. However, for mobile miniature the challenge is to represent the correct movement since movement and size are interrelated. Computer technology: With the advent of computer technology the marriage between photographic imaging systems (film), which is still the favoured recording medium, and computer technologies have made some of the old techniques redundant, while the combination of material from different sources has become far more realistic. With this, the viewer's expectations have matured and the standard of production and believability have become higher. A good range of tutorials is available on the market and some useful books give and idea of how to proceed with the creation of a believable matte painting – for a list of some of the available books and tutorials see bibliography. 11 Chapter 2 DIGITAL MATTE PAINTING: ARTISTIC AND TECHNICAL ASPECTS 2.1 Lighting, Perspective, and composition Perspective, light, and shadows play an important role in matte painting as they determine the believability of the overall work. The human brain processes the surrounding environment at a subconscious level. Any dissonance between what the human brain is used to and unusual details of an image creates a dissonance at that same subconscious level. Although this disharmony is rarely translated into a cognitive dissonance (i.e. is consciously registered as a discrepancy) it is the base for the lack of believability of the registered picture. Hence, when working on a matte painting that requires photo-realism it is important to pay attention to the subtle details in the area of perspective and lighting. Source material and light Needless to say, the key light between different images used within a matte painting must be consistent. So must be the ambient and fill light. If photographs are used within a painting, one way of avoiding mismatch of lighting is via the acquisition of primary material with even lighting (for example by taking pictures on an overcast day). This allows great freedom of manipulation during matte painting work where shadow and highlights can be painted in to match the overall picture. Some notes on perspective While the present analysis assumes the reader’s understanding of the principle of perspective it gives a simple guide on how to establish basic perspectives in order to produce believable foreshortening effects. The basic elements to guide the perspective drawing are the horizon line and vanishing point/points – (one for one-point perspective as in Picture 01, two for two or three point perspective as in Picture 02) on this line. Picture 01 - Basic one-point perspective set up [http://mathforum.org] 12 Picture 02 - Basic two-point perspective set up [http://www.khulsey.com] Picture 03 - Basic three-point perspective set ups with zenith and nadir vanishing points [http://www.khulsey.com] Notice how a three points perspective add a third vanishing point to a two point perspective which does not fall on the horizon line but above it (zenith) or below it (nadir). 13 An outline of compositional rules Although a bad composition does not undermine believability (providing that the latter is established though attention to other issues) it greatly contributes to the creation of a pleasing image. Moreover, when producing a matte painting for the film industry it is extremely important to produce a composition that guides the audience’s gaze towards the important element of the image. In order to establish a pleasing composition and a focal point within it, it is of help to make use of the Rule of Third. “The Rule of Thirds is simply a generalization of the techniques used to locate saddle points within the photograph.” (Michael Minner, website visited on 18 February 2008) Following the rule the framing rectangle is divided in six equal parts by two horizontal and two vertical lines. “[…] The four points of intersection within the grid, called "saddle points", indicate the best possibilities for subject placement that produces the most interesting and dynamic composition. […] There are 4 such "saddle points" available within the rectangle. Either one of these may be utilized as the location of the primary subject. Any secondary elements of the image should be placed at another saddle point or on a diagonal line that exists between saddle points”. (Michael Minner, website visited on 18 February 2008) Picture 04 – Saddle points help place the subject within the frame. A centred saddle point divides the picture in unbalanced, unequally shaped triangles [http://www.michaelminnerphoto.com] 2.2 Picture 05 - This picture shows how the picture is divided into three right angle triangles (similarly shaped triangles) by lines passing through the saddle points generated by the rule of thirds [http://www.michaelminnerphoto.com] Image details and Image resolution In the production of matte painting for feature films it is fundamental to know what resolution to work on. In his tutorial DVD “Matte Painting Production Techniques “ Chris Stoski gives an overview of the different aspect ratios used in feature films. 14 Picture 1 – Film resolutions - Full-Ap is a typical 35mm film format. Blacking out (matting out) on the top of a Full-App frame to get a 1.85 or 2.35 region creates a Widescreen Ratio. Squeezing the image only horizontally during shooting creates an Anamorfic Widescreen and the variation of the aspect ratio is subsequently corrected with what is called C-Scope lens (this literally un-squeeze the image during projection). The High Definition Format (usually shot with digital cameras) is comparable to the Full-Ap format as far as the aspect ratio is concerned. Academy Ratio and Super35 use the same film but use the frame differently: Academy Ratio leaves space for the soundtrack in the left hand side of the frame making the image narrower. Vista Vision - very rarely used - has a full resolution of 6k in width. IMAX has a very high resolution and therefore creating matte painting for this film format can be very time consuming and has very long rendering times. [Chris Stoski “Matte Painting Production Techniques” DVD tutorial] 15 The above table gives an indication on pixel resolution for different types of film formats used in today’s film industry. Some of them are more common than others but all of them are in circulation. The resolution of the matte painting will depend on the film format used for the live plate for which the artwork is being produced - for example a 2k (2000 pixels) wide matte painting would fit a typical Full-Ap 35mm film format. It is good practice, when producing the matte painting for the film industry, to produce a final work that is larger that the required resolution of the given film format. This allows covering the Full-Ap frame and gives room for any possible changing in framing as well as giving room for use in a 3D application for the creation of a 2.5D matte painting. 16 CHAPTER 3 ARTISTS’ WORK: HOW TO CREATE A MATTE PAINTING 3.1 Basic suggestions Researching on some of the practice to produce matte paintings has lead to the outline of some general rules and transferable techniques. Whether the matte painting is started from an initial plate (which is usually the case in the feature film industry) or is a complete original creation these are some of the suggestions that matte painters Dusso, Dylan Cole and Chris Stoski highlight in their tutorials for the concept art stage: Create an initial sketch to establish composition. Make use of basic composition rules such as Horizon Line and Vanishing Points. If using a plate draw in perspective lines from the existing image for painting reference Establish the basic palette and determine lightest lights and darkest darks. Reference images can help this process as well as knowledge of lighting and photography. If using a plate, paint in with attention to the original picture colour palette and lighting Block basic shapes in and establish relationship between them. Define focus points with the aid of the perspective lines and composition rules. Flipping the paint generally helps with establishing balance of the overall image. Work in layers. If using a plate, extract a matte to separate foreground from background elements. This can be done with the help of channels to insulate the necessary contrast to extract the matte by colour selection Work in details generally by looking closer into smaller areas of the painting Pay attention to atmosphere perspective as well as linear perspective by using the right colours hue/saturation. Pay attention to the horizon colour, as this tends to be darker than the rest of the image. Add effects, such washes of colour, selective colour corrections and contrast corrections to help create believability of the image. If using still images adjust, where necessary the perspective of the these to suit the matte paint perspective 3.2 Examples of techniques Once the concept art has been completed the matte painting is ready to be brought to the next stage. 17 Picture 1 - Chinese Town matte painting [Dylan Cole. “Introduction to cityscapes matte painting” tutorial DVD] Picture 2 - Sidney matte painting [Dylan Cole. “Introduction to cityscapes matte painting” tutorial DVD] Generally digital matte painters use photographic references to create the various elements of the matte painting. Free hand painting is used for details within the work while CG renders (which can be subsequently manipulated in 2D and hand painted for details) create those elements that are not photographable. The use of 3D applications is necessary when complex camera movement are required in order to recreate change of perspective and motion parallax There are many means of creating a matte paintings and different artists like to use different techniques. To produce a 2.5D matte painting the concept work is divided in planes according to their relative distances (i.e. foreground, mid-ground, background). For each of them details are painted. Then each single element is represented in the 3D application by either a twodimensional polygonal object (a plane) or a by a three-dimensional polygonal model and placed in space for the production of the third dimension. The polygonal elements will be then either textured or camera mapped. Generally those elements in close shots are camera mapped with photographical textures as it is very difficult and time consuming to reproduce realistic looking close ups in CG. Below are a concept art, the painting work in progress, and the final matte painting by Chris Stoski. Picture 3 - Matte Painting concept art [Chris Stoski “Matte Painting Production Techniques” tutorial DVD] 18 Picture 4 –2.5D Matte Painting as it appears in the 3D application. Some elements of the painting are left as polygonal planes and some elements are made of polygonal tree dimensional objects (note that the polygons representing the cliff on the left foreground will need to he modelled to wuit the texture shape and features). Both of them are camera mapped. The palace is textured and rendered [Chris Stoski “Matte Painting Production Techniques” tutorial DVD] Picture 5 – Complete2.5D Matte Painting [Chris Stoski “Matte Painting Production Techniques” tutorial DVD] The final piece was produced with the aid of photographs and 3D renders. In particular, for the creation of the foreground rocks Chris Stoski used different photograph as source images and selected elements from the source images that matched the original concept art. Picture 6 – A library of photos is used to search for the right image to create the cliff on the foreground [Chris Stoski “Matte Painting Production Techniques” tutorial DVD] Picture 7 – The right section of a photographic image is imported on a different layer an colour corrected to match the concept art colour palette [Chris Stoski “Matte Painting Production Techniques” tutorial DVD] When working on a matte painting with such technique it is important to keep each element on a different layer of the 2D software (typically Photoshop) so that amendments can be made at any time. 19 For the same matte painting a 3D model of the palace was created, textured, lit to match the concept art. Picture 8 – The palace in the matte paintingImages [Chris Stoski “Matte Painting Production Techniques” tutorial DVD] Picture 9 – The rendered 3D palace from 3Dmax [Chris Stoski “Matte Painting Production Techniques” tutorial DVD] For the tree on the right hand of the foreground the author used View to create a 3D render of a tree from the application’s library. This was possible since the tree in the concept although in close up, remains underexposed. Picture 10 – View is a powerful package to create vegetation in 3D [Chris Stoski “Matte Painting Production Techniques” tutorial DVD] Picture 12 – The rendered tree is imported onto a new layer in Photoshop [Chris Stoski “Matte Painting Production Techniques” tutorial DVD] Picture 11 – the rendered tree in View [Chris Stoski “Matte Painting Production Techniques” tutorial DVD] Picture 13 – A new texture from a photograph is applied to the tree trunk [Chris Stoski “Matte Painting Production Techniques” tutorial DVD] 20 However, since the photo realism of the so created tree trunk does not stand up to the very close shots a better texture was applied to the it by using a photograph. The above combination of techniques demonstrates how there is no set practice for the creation of a realistic matte painting. Attention to details is the key rule that can help make a matte painting looking realistic and up to the standards required by the film industry. 3.3 Camera mapping (or projection mapping) There are some fundamental, and common to any 3D application, elements and techniques to produce a camera-mapped image. These can be reassumed as follows: o Create as many object as to represent all the elements of the concept art in the 3D package. o For each CG object create shader which self illumination is set to high so that the quality of the texture map will appear the same as the matte painting and there will be no need for creating lights or shadows in the 3D application. o Create three CG cameras: A concept work camera: this is the camera to which image plane the concept artwork can be linked – this creates the reference concept art within the software. A mapping camera: this is the camera that will project each element of the concept art onto the different objects in the CG scene. (Both the concept work camera and the mapping camera film aspect ratio must be the same as the 2D artwork to avoid its stretching.) An animated camera: this is the camera that travels through the scene and that is used to render it. o Extend the painting where necessary according to the animated camera requirements: if the camera movement reveals parts of an object which are hidden in the still image, this parts will need to be painted. o Set relationships in distance between objects in 3D to create the correct motion parallax o Set the number of polygons of each object to a reasonable number. Camera projections have the advantage of making use of low poly scenes with a positive effect on rendering times. However the number of polygon has an effect on the quality of the rendering and it is some times necessary to increase the number of polygons to achieve the correct result. 21 When producing a camera mapped element, the texturing image is literally projected onto objects in a 3D scene. Since the projected image is not mapped to the UV coordinates of the object it is not bound to it. Hence in order to translate the position in space of the so mapped objects it is necessary to first created a “reference map object” which serves, as the name itself suggests, as reference for the moving object’s mapped texture (the texture reference object remains static while the actual object can be moved in space and the mapped texture will not appear to slide on it). 22 Chapter 4 CREATING A MATTE PAINTING 4.1 Project breakdown The main subject of the matte painting is a private villa located in Palermo – Sicily – called Villa Napoli which was photographed on a flat light day in Palermo in January 2008. This photo shows the Villa as it stands in the outskirt of the city of Palermo– as it can be referred from the top f the block of flats appearing behind the villa. The objective of this project is to place this villa within a more rural landscape as it might have been when first built around 1080 and give it a surreal mood and to introduce animated elements within the Matte Painting. The project will also make use of day-for-night technique to transpose the picture into a night time landscape. Picture 1 - Villa Napoli, Palermo January 2008 It is also intended, to make use of projection techniques to produce a 2.5D piece that allows camera movement and produces motion parallax. The production of such work can be divided in three parts: The first part requires the study and finalisation of a composition with the aid of various sources material paying particular attention to matching lighting and perspective from different sources. The second part requires the modification, through freehand painting of Villa Napoli. The so produced nighttime landscape will then be the base work for the camera projection phase, which will make use of Maya projection techniques. 4.2 Establishing composition and perspective. For the purpose of this project a rough composite was first produced in order to establish the mood of the painting. 23 A flat rural landscape was chosen for the final look. Back lighting of the clouds would be necessary for the night scene were the big moon appears behind them. Horizon line (in blue in Picture 02) and the vanishing lines were drown from the original plate in order to establish the correct perspective of the painting and move the various elements accordingly. Paying particular attention to the perspective of the clouds helped create the illusion of a three-dimensional space. Picture 01 – No attention paid to perspective. This first rough composite shows how the lack of perspective. Picture 02 – Perspective line help place elements within the picture. While the composition has not changed attention to perspective and specifically to the horizon line and the vanishing point help create feel of three-dimensionality. Once correct perspective had been established greater attention was given to the individual compositional elements. The aspect ratio of the overall picture was changed to a 16:9 ratio. This was a choice made to fit the widely used ratio for HD. Picture 04 shows how the position of each element in the picture using the Rule of Thirds to establish a stronger composition. Particularly the moon was moved down and further back, the tree to the right of the house removed and a path, leading to a foreground element on the right hand side of the picture, was added to help the eye travel within the painting. The foliage on the left foreground balances the shot although needed scaling to match the overall perspective. Picture 03 – Placing element within thirds according to the rule of thirds. Since the bucket and tools on the right hand corner gave an unsettling feeling it was decided they would be replaced with some other element. 24 Picture 04 shows the various photos used to create the various elements of the painting. Picture 04 – The collage of images from various Internet sources that were chosen to form the various elements of the final image. 4.3 Freehand painting and Photoshop techniques The house The building as from the original picture has some very appealing features but it also had some very unappealing ones, which needed to be amended. Although it was intended to keep the weathered look of the building it was felt that the windows on the first floor of the building (Picture01) were unappealing and unsuitable for the purpose of this project as they give the feeling of an uninhabited house. In addition he walls surrounding the villa needed to be extended. 25 Picture 01 – Detail of the window in the original photo Picture 02 shows the villa as it appears after the painting in the elements. The close up in Picture 03 shows details of the painted windows. Since a day-for-night shot was going to be created the newly added windows were Picture 02 – The villa after freehand painting not as detailed as they would have been if the light had to be left as from the original shot. They appear to have been “glued on” as the wrong amount of grain is applied and the colour correction has not been performed on the blacks. However, since these details would not be visible in the night scene they were not amended. Once the obvious elements were added, the necessary colour and brightness adjustments for a night shot. . Picture 03 – Details of the windows after painting Day for Night A believable night shot is based on the convention that night-light is bluer than daylight. Although it is not necessarily always the viewer will expect to be so. Although it is obvious that night scenes are darker and have more contrast than day scenes it is the balance between them that is important. Since the original picture was taken on an overcast day and therefore has a very even light, highlights and shadows will have to be painted in. The day for night light and colours were recreated in Photoshop with the use of adjustment layers. In particular curves and selective colours where the key elements to be manipulated. Picture 04 below shows the result of the colour correction on the various elements. 26 The villa was now ready to be free hand painted to add details. The first elements to be painted in were lights from the windows, to make the villa look occupied. Photoshop offers great tools such as adjustment layers and layer masks to achieve a great result. After creating an adjustment layer for the Pictue 04 – The result of darkening the composition. colour manipulation desired, it is Since no details have been painted in on the villa the possible to literally paint on its layer image results very dark mask to show only part of the manipulated image. Using a combination of adjustments layers and layers masks allows the production of fine details through modification of colours and retention of original details. Picture 05 on the left shows the result of such painting technique. The goal was to create the illusion of soft light shining through the windows in such fashion as to give illusion that rooms were occupied by furniture/people. To further add realism casting light from the windows onto the features of the villa was painted in. Pictures 06 and Picture 07 show details of the freehand painting of the lit windows. Picture 05 – The final look of the villa with lit windows Picture 06 – Details of the painted windows Picture 07 – Details of the painted windows Once the windows had been lit a similar painting technique was used to create moon-light on the building. The result is shown in the pictures below. 27 Picture 08 – The night scene without any moonlight cast. Picture 09 – A cast of moonlight painted on the sidewall of the villa and on the top of the surrounding walls The sky In order to change the overall shape of some clouds a custom cloud brush was created in Photoshop and its settings adjusted to suit the cloud painting. In particular it was necessary to create a mask so that the moon would show through the gap between clouds. The mask needed soft “cloudy edges” as not to loose the nature of clouds. Also the backlight of the clouds needed to be enhanced where the moon was placed. The same masking and painting technique as for the window was used to create the higher value of the light of the clouds around the moon. Picture 10 – The masked clouds without light enhancement Picture 11 – Light has been enhanced on the clouds surrounding the moon Background trees It has proven very difficult to extract the sky from fuzzy boundaries, such as the sky seen through trees and no tutorial have been so far found to aid the elimination of artefacts from fuzzy boundaries. During the development of this project however a valid technique has been acquired. This requires to first extract the matte of the object with fussy boundaries, in the case of this project these were trees. Doing so is generally achieved by colour correcting the image in order to enhance the colour/brightness difference between foreground and background. However, any matte extraction technique leaves 28 artefacts around the edges of the trees. These are generally very bright and have inherited their hue from the extracted background (in the case of this project they had a white/blue hue from the sky showing through the trees leaves). By using the selective colour adjustment layer and the brightness adjustment layer it is possible to modify the colour of these artefact around the edges to match the colour of the tree. Once this has been done the layer mask of the adjustments layers can be used to show this changes only where necessary (around the edges of the trees). This, if correctly executed with a soft brush with low opacity, ultimately creates a soft edge matte of the colour correction. Picture 12 and Picture 13 show the techniques and the final result (note in Picture 12 only some areas of the tree have been painted with the techniques described, while the unpainted areas show the original tree as it appears after extracting the matte). Picture 12 – Detail of Photoshop layers and layer mask used to extract the tree fuzziness Picture 13 – Detail of work in progress on the tree’s boundaries where the technique has been applied (right side of tree) and where it hasn’t (left side of tree) 4.4 The final painting The final matte painting is shown below. The unsettling bucket and tool elements on the low right corner have been replaced with a coral like shape. The intention behind the choice of this new element was to give a slight surreal twist to the image. Picture 01 – The final Matte Painting 29 4.5 Maya Projection techniques Using the techniques described in chapter 3, two 3D matte painting have been produced with the use of Maya and Shake. Matte_Painting_01 looks exactly like the painting in Picture 01 of paragraph 4.4 above. It makes use of camera projections in Maya and a slight camera move has been introduced. Matte_Painting_02, a still of which is shown in Picture 01 below, has added camera tilt, motion parallax and animated mist. In order to do that a different sky has been used as to have scope for camera tilt. Picture 01 – A still from Projection_v01 file. The two matte paining convey different moods and the completion of them has been an extremely entertaining process. 2.5D Matte_Painting_01 is characterised by an unrealistically bright moon and moving clouds. The clouds plate from the still Matte Painting was manipulated in Photoshop to extract three plates (a sky plate and two clouds plates to animate) and to create their relative masks. Once ready these three plates were composited and animated in Shake. The compositing was done with as to recreate the same enhanced brightness of the clouds around the moon as from the original Matte Painting. The two clouds plates were then animated and rendered to be re-imported in Maya as the animated projected texture of the sky plane. The slight zoom-in camera move was introduced and the 2.5D Painting rendered. The rendered matte painting was once again imported in Shake to introduce subtle light twinkling in the windows and clouds shadows. In Matte_Painting_02 a camera tilt from sky to house was animated in the 2.5D Matte Painting in Maya. Since the relative distance between the plates did not give rise to the desired motion parallax the background plate were translated and key-framed. Moving mist was produced and animated in Maya 30 with the use of Maya fluids presets, rendered as a separate plate and composited in Shake. The mist plate was slightly faded in Shake and film grain was added. 4.6 Research’s unplanned effects During the development of this project the following unanticipated outcomes have been achieved: Greatly enhanced knowledge of Photoshop techniques and tools Enhanced knowledge of line perspective drawing and atmospheric perspective (lighting and colours) Enhanced knowledge of Maya fluids and particles (for the production of the mist) Introduced to E-on View Software and its strengths The above are transferable skills and knowledge that will certainly help the work in progress of other projects. 31 CONCLUSIONS AND CRITIQUE The basic challenge set by the present project was the production of a matte painting that could be considered up to industry standard and that introduce heavily animated elements to break from the historical tradition of still matte paintings and to convey a slightly surreal mood. A critical analysis of the produced work has lead to the highlight of the following points: The Internet was the main source of material for this project as it saved time and has a great variety of images that can be used for learning purposes. It was however felt that as a matte painter a library of personal images would be essential. It would also be extremely useful to have the opportunity of taking pictures with a project in mind as to be able to choice the correct light and perspective. The main inappropriate photo reference on this project was the cloudy sky: its perspective was exactly what was required for the project while its resolution was not adequate for it. The clouds in the sky have lost some fluffiness. This is mainly due to the extraction of the three cloud plates for the animated sky. It would have been necessary to redo the whole process of cutting the clouds out using more feathered edges on the painted matte. This would have also helped compositing the cloud in Shake. Another reason for the loss of fluffiness is the previously mentioned relatively low resolution of the original image. It was in fact difficult to keep the quality of the clouds while extracting them from the sky due to the excessive pixelation of the close up image. While only choosing a different picture could have rectified the latter, the former problem could have been solved through digital correction and re-render (process not gone into due to time constraint). The house might result somewhat too bright. However, it is difficult to find the right balance for such details such as brightness of elements within an image as the final result is strictly dependant on the media being used to project it. A way round it would be having access to a calibrated screen (if it is known that the image is going to be shown on a calibrated screen) or run a trial on the screen onto which the image will be shown) The second misty painting produced shows a fundamental mistake: the villa should have been divided in planes as shown in the sketch below to produce the correct motion parallax during camera tilt. 32 Picture 01 – The Villa divided in planes Polygonal objects should have represented the two tower blocks of PLANE 2. Changing the aspect ratio of the matte painting in progress from a Full-App to a 16:9 ratio was probably not a good strategy. The choice was made to fit the widely used ratio for HD. In retrospective, it is felt that it would have been better practice to work on a Full-Ap ratio and only after completion of the painting add a matte over. This for two reasons: it would have matched the industry standard way of working and if would have given more scope for the production of a 2.5D matte painting without having to modify the sky. This would have resulted in only one matte painting being produced and consequently a more detailed work on that single one. Specifically, time would have been dedicated to dividing the villa in planes to correct the glitch highlighted on the previous point. At the time however it seemed that working on the final aspect ratio would make it easier to establish compositional structure. Changing the bucket and tools with a coral-like shape to give a surreal feel to the image has not been entirely successful for two reasons: the first one is the lost of coral like colour due to colour correction (the final image bares more similarity to a tree trunk than a coral). As for the second reason: although the new element seems to better fit into the overall picture, it results monotonous when looked at next to the tree on the top left corner. Possibly adding some unusual blossoms and flowers to it would have helped the achievement of the wanted effect. The mist in the misty matte painting seems to be moving too fast. With such fast moving mist it would have been appropriate to have the tall trees in the background slightly rocked by the wind. The same misty painting shows some signs of pattern repetition on the background plate to the left of the villa. This should have been amended in Photoshop. 33 While the points discussed on the previous pages have emphasized the weaknesses of the final products, it is felt that the requirements highlighted by Dylan Cole have been met. In particular, according to Dylan Cole the key parts of matte paintings are: Realistic light and exposure and realistic painting style Matching between the plate and the painting lighting (including atmosphere and haze) perspective and colour palette Correct perspective, accurate relative scale (between objects) and attention to the key lighting source. Establishment of a strong focal point to help a “first read” (induce the audience’s gaze to concentrate of the important element of the painting in the short time, generally a few seconds, in which the matte painting is on screen). In order to establish a strong focal point it is important to keep in mind the basic rules of composition. It is also important to notice that, if a camera move is part of the matte painting, this needs to be created in a way that helps establishing that focal point rather than distracting from it. Introduction of moving elements (such birds, snow and so on). This can help conveying realism in matte painting for feature films. Good progress has been made on the development of a technique for matte extraction on fuzzy edges. The objective of introducing heavily animated elements has been (despite the above listed shortcomings) overall successfully carried out. The result is the wanted slightly surreal mood that is achieved by: an exceptionally bright moon casting light on moving clouds and an exceptionally fast moving cloudy-like mist. The final paintings do well convey mood as well as believability. The different source images have been seamlessly integrated together and the freehand painting has lead to a photo realistic result. Overall the execution of this project has given the opportunity of learning a great deal in the realm of matte painting whilst offering new challenges. It has also been a very enjoyable assignment to work through and I will certainly try to do more within this area in my future career. 34 Bibliography and reference books M Cotta Vaz, P R Duignan “Industrial Light+Magic – Into the digital realm” Virgin Publishing. London 1996 T G Smith “Industrial Light & Magic – The art of Special Effects” – Columbus Book Limited, London 1986 A Altiner, D Cole, C Stosky “D’Artiste – Digital Artists Master Class” – Ballistic Publishing, Australia 2005 R Fielding, “Techniques of Special effects cinematography” - Focal Press, Oxford 1965 M C Vaz, C Barron “The invisible art. Legends of Movie Matte Painting” – Chronicle Books, San Francisco 2002. T Masson “CG 101. A computer graphic industry reference” – New Riders Publishing, USA 1999 Media Gnomon Workshop Inc and Design Studio Press – “The Techniques of Dusso. Volume 1: Introduction to Digital Matte Painting” Gnomon Workshop Inc and design studio press – “The Techniques of Dylan Cole. Introduction to cityscapes matte painting” Gnomon Workshop Inc – “3D Matte Painting and Camera Mapping. Matte painting for film with Chris Stoski”. Gnomon Workshop Inc – “Matte Painting Production Techniques. Matte painting for film with Chris Stoski”. Gnomon Workshop Inc – “Camera projection Techniques in Maya. 3D matte painting with Darin Hilton” websites http://matte.walterparada.com/intro.html (visited on 15 Feb 2008) http://mathforum.org (visited on 16 Feb 2008) http://www.khulsey.com (visited on 16 Feb 2008) http://www.michaelminnerphoto.com (visited on 18 Feb 2008) http://www.wikipedia.org/ (last visited on 10 March Feb 2008) http://www.museumsyndicate.com (visited on 15 Feb 2008) http://www.rleggat.com/photohistory/history/robinson.htm (visited on 15 Feb 2008) 35