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Comments
Didn't know this would end up looking like candy... weird but cool.
All of these damned storms are killing me. I really need to get a surge protector. Had to re-install my OS Windows disk due to another damned power outage. It took forever. From now on... I'm gonna turn off my computer when it rains... just to be safe... even if it's only a drizzle.
I couldn't sleep last night so I started doing the match move again because I lost the screen capture footage during the power outage. I'm almost glad that it happened because... I had to re-download Blender and realized that they got the auto detect tracking features option working properly. It took less than three minutes to complete a really tight match move.
Anyway... making it a priority to get this damned tutorial shot and edited by 5:00pm.
http://www.youtube.com/watch?v=DlftzWQSQpY
Only other thing is that you REALLY over did the chromatic abberation/channel offset effect. Less is better when it comes to chromatic abberation. Also, it is mainly only prominent on the edges of images and in the distant background with high contrast objects rather than all over the image.
Not a blender user, but still looking forward to your tutorial just to see your process
Cheers,
Daniel.
The intersection... when the car turns to the right, it's not a straight intersection. The street is at an angle.
Anyway... First tut is up. Sorry that it took so long. I went ahead and just did it myself. I had a bit of a cold so I hope it makes sense and that you can understand me.
You can watch it over at my site...
http://impatientprocrastinatorsvfx.com/tutorials.html
Or here.
http://www.youtube.com/watch?v=Y84eg8XSWzU
Your method is definitely a lot more flexible than just rendering all the passes combined, it being quicker to render is a bonus.
Really glad that you like the tut.
http://www.blender.org/download/get-blender/
I recently reinstalled Blender in order to make a few adjustments to a model prior to importing to HitFilm 2 and was pleasantly surprised to find some of the essential controls that I used a decade ago came back to me.
Blender is a good companion to HF2U, actually, as it provides a quick and free way to make minor adjustments to models before importing to HF2U, such as re-grouping animation elements etc.
[size="1"]* DEAR GOD I'M OLD[/size]
Yeah... Blender has come a long way in the last year or so. I'm glad that they changed the UI because it makes it way easier to use and learn. In fact... that's the only reason that I was able to learn how to use it. I still have version 2.49 and I open it sometimes just to remind me how daunting and intimidating it used to be because the 2.49 UI was fracking horrible.
Plus I really like my workflow of rendering image sequences out of Blender and compositing them in HitFilm. As you guys saw in my tut, HitFilm makes it extremely easy... maybe too easy, to composite CGI with live footage.
I'm using my buddy Rick's copy at the moment so I can't wait to purchase my own copy of HF2U and just dive into it. I'm turning 40 on the 17th so my twin brother and my girlfriend are gonna try and buy it for my birthday. Gonna be the best day ever. So stoked!
Yeah... I find that anytime I import a 3DS model, I have to convert the tris into quads and delete duplicated vertices, which can be done with a few mouse clicks. Simon, I'm wondering how HF2U handles high poly counts?
For my next tut, I'm thinking of doing some sort of facial MOCAP to do digital makeup/Zombie/Harvey Dent/head wound type of thing... or do a limb replacement Terminator style type deal.
We're gettin' some grub and will test out Blender's match mover for a facial MOCAP when we're done eating.
What an awesome day.
http://www.youtube.com/watch?v=11hsSqJye4U
I was thinking of trying something like that myself. But I need to get more comfortable with matchmoving first.
I've never tried anything like that before, "Morphing a 3D mesh" I know there are ways to do it in Blender but I'd have to learn them, plus I'd have to model the human and creature meshes which take some time, and I'm not the fastest modeller out there.
Plus I've never done MOCAP before Trying to figure out the fastest way to do it and get this one done quick. That's what I'm doing right now. I'm modelling a very basic female head which I plan to add some detail in Sculptris or Blender. Just need to make sure that the model is as accurate and low poly as possible for this to work.
Just need to figure out what kind of deformation I should do.
[IMG]http://imageshack.us/a/img7/5528/captureiwx.png[/IMG]
It's starting to get interesting so far.
[IMG]http://imageshack.us/a/img818/558/capturerqm.png[/IMG]
Yeah, it's a cool show. Silas Weir Mitchell is an awesome actor.
I can do pretty much everything but the matchmoving. I can create a 3D copy of an actor's face in Facegen and import that into Daz. Then in Daz, I have a werewolf morph that I can apply easily. That's why I love Daz. It eliminates the need to rig the character or spend huge amounts of time morphing by hand. You can just quickly dial in what you want the result to look like and it's already rigged and ready to go. I'd just need to get better at matchmoving so I can track the digital character's head movement to the 3D.
The VFX quality is very variable but I love the general ambition of doing full 3D head replacements on a TV show. Incidentally, they use mocha for their tracking, apparently:
http://www.imagineersystems.com/case-studies-folder/hive-fx-mocha-pro-and-grimm-presentation-at-siggraph-2012
http://vimeo.com/50599990
Martin uses Element3D in that tutorial to awesome effect, but of course with HitFilm 2 Ultimate you'll be able to with with 3D objects like that natively.
If you haven't used mocha before it does take some getting used to, but the power and results are pretty stunning. I'm still getting my head around what it can do, to be honest.
Anyway, the object tracking worked very well and was fairly simple.
So I forgot to mention... there's object tracking and then there's actual MOCAP. I'm probably gonna show you how to do both.
[IMG]http://imageshack.us/a/img407/7544/capturegj.png[/IMG]
The issue I am seeing though is a lack of sub surface scattering which really gives life to organic materials such as skin. Not sure how blender handles that though. Also, are you going to be putting some gore in the indented head?
Looking forward to the final result,
Cheers,
Daniel