More work, more time to set, and more time to render… but good results. It’s fast and no grain.īut, if your camera moves a lot, or is flying trough a corridor or whatever you need your shadows to move, use cycles. If your shadows are baked in your painting, use blender internal with shadeless materials for final render. If you’re facing weird projections, try to subdivide your mesh once or twice. I mean: don’t use 4 vertex cards to project onto. Remember to subdivide your geometry a little bit. I’m pretty sure it’s my fault on pixel aspect, or something related to lens… but for now i just manually undistort my projections. 76 or something like that, to scale down on everything. It’s great but have an issue: it distorts the image and i have to manually set. I normally use the ‘project from view’ option when i uvunrap my geometry, but recently i have found a great modifier called UVProject wich is great, especially for multi camera projecting. It can save your time.Īhhhh and now with Dynamic Sculpting it is superb for creating rocks, mountains, debris, whatever !! Now sculpting is powerfull in blender. (not only for alpha masks, but for a lot of other tasks)Ĭheck this: for openGL rendering. I’m sucessfull sometimes using the really fast OPENgl render. What a do most of the time is move the object i want to export the mask to another layer, and render only this object silhouete. Alpha masks have a weird antialias, and object id is bad as well. And cycles is awesome for shadowpasses.īut the bad issue: Exporting alpha masks for objects or faces is no good. Besides that you have blendswap wich is great for models. Modeling for paintover is really fast and easy in blender. I don’t have any tutorial for you (there are some basic ones, like andrew’s camera mapping blender… just google it), but some points: So having this in mind, and knowing that blender and maya are just tools i insisted. Simple, beautiful, fast, cheap, original and intelligent. Well, nobody should laugh on blender… and nobody can forget the REAL PURPOSE of matte painting: create the illusion of photo-realistic environments, with the smallest budget, the shortest time available, and with the less work possible. But issues that in my opinion are very easy to fix in future versions. I have to admit that maya have a way more stablished workflow for a film pipeline, and awesome tools like this: Īnd i have to admit that blender have some bad issues for DMP. etc), roto and even for composition.Īt the begining most people on the industry laugh and said: forget blender, use maya. Not only for camera projections, but for modeling, simulations (water, smoke, atmosferics, rain. Well, since i’ve learned how to use blender i’m trying to work with it as a 3D tool in MattePainting. Hope i can share it online in within a few weeks. By coincidence, i’m setting my MattePainting portfolio too.
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