Showing posts with label digital. Show all posts
Showing posts with label digital. Show all posts

Saturday, 2 March 2013

Star Wars Episode 3: Within a Minute

We were recently shown a video documenting the production team and the hard work required behind a single minute of one of the most recent Star Wars movies. The focus was on the final duel scene between the fallen hero Anakin and his Jedi Master Obi Wan:



Where I felt the video really informed my area of practice, was with the concept art segment. Interestingly, the artists had lots of face time speaking directly with George Lucas, sketching possible ideas and contributing massively to the visual outcome of the sequence. There seemed to be a level of creative freedom. The artists knew Lucas was trying to create an industrial mining planet, and that this was the location of the dramatic final duel of the film. This is where visually the fiery lava really added to the drama. Another thing about concept art that interests me, is how it is introduced at one of the earliest stages of production, and informs the beautiful VFX work to come. The polished outcome can then be compared to the initial digital paintings, and you can then marvel at how a two dimensional flat painting has been developed into a stunning moving visual sequence. The practice of digital painting can also sometimes contribute to what we actually see on screen in the finished product. One digital artists produced an enormous matte painting, which was included as the backdrop image for the sequence.

With our course very much focusing on digital media, a strong example being video game assets, it seems almost instinctual to take a full 3D approach. Although we later see that 3D elements are utilised for the more extravagant scenes such as a large bridge collapsing into a stream of lava, we also see a large use of impressive and detailed sets. This again links back to the inclusion of matte paintings. I feel it is a matter of efficiency. Instead of modelling, unwrapping and UV texturing a massive detailed back drop, an artist can work independently on a large paining, while the 3D modelling team focuses on the crucial assets. I also imagine that by building physical sets, time will be saved in post production, instead of trying to composite an artificial set to blend in seamlessly with live actors. Perhaps the intention of a physical painted set it also to get a better performance from the live actors, as oppose to having them only perform surrounded by flat green uninspiring colours. We also see the inclusion of fake lava poured through a mountain set. Again, I imagine this is much less time consuming than trying to render out digitally simulated lava.

The key message here, is to be creative with resources. Perhaps I could have tried to integrate my preferred area of practice into this module, through the inclusion of Matte Paintings. Although I have already created a 3D digital set (as I feel that the level of detail at which I paint would not fit the realistic approach of my final sequence) hopefully the textures that I produce will utilise my digital painting abilities. The main advantage of workng in Maya I feel, is the ability to drop in lights and experiment with the Raytrace options. It means that shadows and reflections can be achieved easily and accurately. Also I find that experimenting with bump mapping and various other texture mapping elements can help reach a level of realism with less effort than trying to produce a hyper realistic matte painting. However, perhaps I could have integrated physical props with digital ones to tie the live actor in better with the digital set. These are all areas of practice that I am now aware of and that I could perhaps experiment with in the future.

Thursday, 18 October 2012

Advancing With Photoshop

I have indicated that one of my main areas of interest relating to my area of practice lies in Photoshop. I have recently been trying to expand my knowledge on the tools available whilst also improving my workflow. 

I believe a key to speeding up my processes in Photoshop is to understand working with layer masks. This is an efficient non-destructive way of working. It also means that colour and detail can be applied more loosely without constantly having to redefine edges.

As I had made made aware of some free beginner tutorials available at 'digitalturors.com', I decided to take alook. I already had a loose understanding of layer masks, but wanted to consider how to better put them into practice. I found the tutorial helpful as it demonstrated hand keyboard shortcuts, as well as other features available when working with layer masks. I wasn't aware that you could view a layer mask by alt clicking the preview icon in the layers menu, and then edit the mask in the main window. There is also the option to hide the mask (shift click the preview icon) and also the ability to make the layer itself and the mask independent by clicking the chain icon in the layer menu.

I also took a loot at the 'Brush Dynamics and Custom Brush Presets' tutorial. I have talked about working with textures to add an extra sense of realism to my concept art. By creating custom brush presets more dynamic brush strokes and markings can be achieved. I had a quick test producing my own custom brush preset:


I feel this brush creates soft furry edges. I feel it could be applied for something like moss ore frost in a painting. It is interesting how a small abstract image can be assign to a brush preset, creating very delicate and intricate results. I hope to build up some interesting preset brushes which I can then apply to my paintings to add a greater sense of both dynamics and detail to my work.

I also made a visit to the College Library and headed to the magazine section. I picked up a recent issue of "DigitalArts', where I found an interesting masterclass which involved placing a building render into a base photograph image. Although this lies more in the area of photo manipulation, I believe some of the skills could be applied across a broader spectrum. For instance, the lesson looked at placing in textures and reflections, manipulated to fit the perspective of the render using the 'Distort' tool. It also looked at using different layer blend modes, particularly the 'Soft Light' option to show the sunlight.


I feel that I am beginning to broaden my understanding of the tools available within Photoshop, which will hopefully lead to a tighter and faster workflow.