» » Digital Matte Painting Essentials 1-3 : Concept: Perspective - Tone



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  • Author: kityvn
  • Date: 27-09-2013, 14:26
27-09-2013, 14:26

Digital Matte Painting Essentials 1-3 : Concept: Perspective - Tone

Category: Tutorials

Digital Matte Painting Essentials 1-3 : Concept: Perspective - Tone
Digital Matte Painting Essentials 1-3 : Concept: Perspective - Tone
English | .mp4 | h264, yuv420p, 960x540, 476 kb/s, 29.97 fps | 6h 40m | 2.2 GB
3D + Animation, Rendering, Photography, Retouching, Lighting, Visual Effects



Learn to create new worlds, both fanciful and totally realistic, in our series on digital matte painting in Adobe Photoshop with David Mattingly, a matte artist for many groundbreaking motion pictures such as Tron and I, Robot. In this installment, he shows you how to set up your palettes and workspace, tone the underlying plate, create silhouettes in your background, and paint in light and other details. Plus, learn to paint waterfalls, smoke, and other elements that make for fascinating movie backdrops.

Digital Matte Painting Essentials 1-3 : Concept: Perspective - Tone
Digital Matte Painting Essentials 1: Concept with David Mattingly
include:
- Setting up your Photoshop workspace
- Toning the plate with adjustment layers
- Examining transfer modes
- Finding the silhouette
- Drawing internal forms
- Creating a custom brush for clouds
- Painting the sky

Digital Matte Painting Essentials 2: Perspective with David Mattingly
include:
- Understanding the three types of linear perspective
- Preparing your concept sketch for drawing
- Setting up vanishing points
- Finding the first boxes in perspective
- Roughing in the other rectilinear forms
- Creating a flat crenellation
- Descriptionting measuring points
- Drawing ellipses
- Adding repeating details to walls
- Delineating the background

Digital Matte Painting Essentials 3: Tone with David Mattingly
include:
- Selecting the silhouette
- Find the dark sides and light sides in the drawing
- Using mask-holding layers
- Examining the light and dark sides of rounded surfaces
- Looking at the cores
- Adding cast shadows
- Separating surfaces with final darks
- Adding ambient occlusion

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