1. Introduction and Project Overview.flv |
11 M |
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1.jpg |
52.1 K |
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10. Continuing to integrate our shots together in Maya.flv |
30.7 M |
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11. Creating low-quality previews in Composite for use in Maya.flv |
30 M |
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12. Offsetting our cameras and image planes to play correctly.flv |
23.7 M |
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13. Hand-matching a camera inside Maya.flv |
54.9 M |
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14. Matching the table orientation on shot 1 cam.flv |
60.3 M |
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15. Constraining a preview camera to move with our shots.flv |
38.2 M |
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16. Testing our matchmove inside Maya and fixing any issues.flv |
55.2 M |
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17. Modeling the pyramid asset.flv |
48.8 M |
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18. Extruding and Beveling our pyramid.flv |
49.8 M |
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19. Modeling the interior of the pyramid.flv |
55.7 M |
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2. Examining the shots and the footage.flv |
25.7 M |
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20. Animating the first shot - Pyramid sliding across the table.flv |
72.1 M |
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21. Animating the second shot - Pyramid opens.flv |
69.2 M |
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22. Creating emitters for our nParticles.flv |
50.5 M |
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23. Animating the emitters in sync with the doors opening.flv |
27.3 M |
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24. Adding Newton and Drag forces to draw our particles into the air.flv |
32 M |
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25. Keeping our nParticles in the pyramid and creating a vortex.flv |
33.1 M |
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26. Creating the goal models for our particles.flv |
46.9 M |
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27. Animating the goals on and off to create the transitions.flv |
49 M |
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28. Using a Gravity force to create falling particles.flv |
32.2 M |
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29. Caching our particles and instancing geometry.flv |
43.3 M |
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3. Creating a plan to keep our shots consistent for Maya.flv |
25.8 M |
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30. Bringing in our HDR image for indirect lighting.flv |
31.6 M |
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31. Adding direct lighting sources.flv |
27.7 M |
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32. Creating a material for our pyramid.flv |
45.4 M |
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33. Using projection techniques to vary particle color by distance.flv |
49.8 M |
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34. Animating the particle projection to stay with our particles.flv |
35.9 M |
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35. Animating the particle ramp and beginning our table shader.flv |
21.3 M |
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36. Creating a clean plate and reflection map for shot 1.flv |
35.3 M |
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37. Projecting our reflection map onto our geometry.flv |
29.5 M |
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38. Setting up basic render passes and layers.flv |
14.6 M |
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39. Changing our Ambient Occlusion pass for the best results.flv |
24.4 M |
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4. Manually tracking shot two.flv |
47.6 M |
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40. Choosing the file type and frame buffer for compositing.flv |
21.2 M |
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41. Rendering with multiple cameras and fixing the preview cam.flv |
20.2 M |
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42. Overriding render layers to render each camera separately.flv |
22.6 M |
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43. Creating a layer to output a particle matte pass.flv |
17.5 M |
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44. Creating the reflection height shader and pass.flv |
35.9 M |
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45. Doing final checks on render settings and batch rendering.flv |
23.5 M |
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46. Dealing with mental ray® 'out of memory' errors.flv |
12.1 M |
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47. Color correcting our shots for consistency in Nuke.flv |
41.4 M |
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48. Using a ColorLookup and ColorCorrect to push our footage.flv |
31.8 M |
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49. Fixing shot 3 with color correction and Keyer nodes.flv |
46.8 M |
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5. Manually tracking shot three.flv |
30.2 M |
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50. Reusing color correction nodes to save time on shot 4.flv |
32.3 M |
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51. Using a luma keyer to darken our scene in shot 5.flv |
37.9 M |
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52. Tracking the table and combining keys to finish shot 5.flv |
46.8 M |
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53. Breaking apart our EXR into passes and setting the colorspace.flv |
26.1 M |
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54. Combining our basic color passes and specularity.flv |
27 M |
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55. Combining passes to create a proper foreground alpha.flv |
22.9 M |
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56. Using our Clean Plate to fix shot 1.flv |
31.8 M |
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57. Adding DOF and dilating our pass to fix edge issues.flv |
36.8 M |
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58. Adding motion blur using our motion vector pass.flv |
36.5 M |
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59. Lightwrapping and blurring to composite with background.flv |
27.8 M |
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6. Manually tracking shot four.flv |
44.9 M |
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60. Adding the reflection to our background.flv |
53.5 M |
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61. Tweaking the reflection and adding AO to the background.flv |
36.7 M |
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62. Using Keying techniques to fix depth in shot 2.flv |
46.1 M |
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63. Creating an expansive ground shadow using existing images.flv |
45.9 M |
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64. Blurring our Depth and Motion Vectors for a soft look.flv |
30.6 M |
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65. Painting out the visible markers using RotoPaint.flv |
25.4 M |
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66. Using the particle matte to color correct our particles.flv |
18 M |
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67. Converting Shot 2 to Shot 3 and editing the read nodes and blurs.flv |
34.4 M |
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68. Adding larger ground ambient occluion.flv |
36.9 M |
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69. RotoPainting markers out of the background.flv |
26.3 M |
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7. Creating the coordinate system for shot four.flv |
16.4 M |
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70. Converting Shot 3 to Shot 4 and making color tweaks.flv |
27.6 M |
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71. Using RotoPaint to fix background errors.flv |
52.7 M |
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72. Converting shot 4 to shot 5 and fixing alpha issues.flv |
35.6 M |
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73. Animating the particle color correction during the fall.flv |
45.7 M |
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74. RotoPainting markers and viewing the final shots.flv |
23.6 M |
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8. Manually tracking shot five.flv |
51.3 M |
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9. Integrating our various matchmoves into one scene.flv |
38.5 M |
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project_files.zip |
904.7 M |
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