Wednesday, January 23, 2013

Fruit Bowl CG Lighting, Texturing, and Compositing using 3ds Max and Nuke

I was given the models and then set up the camera angle, lighting, and staging in 3ds Max. For the textures I unwrapped the fruit and painted bitmaps in Mari, and then loaded the maps back into 3ds Max into a Sub-Surface Scattering shader for all the fruit.  For the plate I used bitmaps plugged into an Arch and Design shader.  These are all my lighting, reflection, and z depth passes rendered out of 3ds Max.

Key Light Pass (no reflections)


Fill Light Pass (no reflections)


Fill Light 2 Pass (no reflections)


Environmental Light Pass (no reflections)


All Reflections Pass


Z Depth Pass



Fruit Bowl CG Lighting, Texturing, and Compositing using 3ds Max and Nuke

These are my three AO passes of the fruit bowl (wide, medium, and tight).

Wide


Medium


Tight


Greenscreen and Keying in Nuke

The professor shot footage of me on a greenscreen, and then I used Nuke to key out the greenscreen and place myself onto a temple backplate.  To blend myself with the environment I had to do some color grading and correcting in Nuke.  I also added some noise to the overall final composite to make it look like the composite was original footage shot in a temple.


Rotoscoping and Tracking in Nuke Continued

This is the final composite of the rotoscoped out biker placed on top of a grey background.


Rotoscoping and Tracking in Nuke Continued

This is the roto matte of the rotoscoped out biker on a black background.


Rotoscoping and Tracking in Nuke

I used a camera tracker and rotoscoping to separate the biker from his original environment in Nuke.  This video shows the area that I rotoscoped highlighted over the original footage.