The third establishing shot was graded darker, a rotoscope for the moving car on the opposite carpark was added in the centre, then a render of the citadel was merged, transformed, tracked and graded.
Thursday, 15 January 2015
Shot 2 -
Shot 1 -
Shot 1 is the main establishing shot of the camera panning down to show the city below. In this shot a single frame was taken, edited in photoshop, and then match-moved. The Citadel was then placed in the background, graded and blurred.
3D Vent
The 3D Vent for the corridor shots were created with inspiration from vents in the Half-Life video game, as well as in research:
Untextured
Untextured
Textured:
Wireframe:Final Warehouse Filming
The last area of filming was the ammended shot plan for the dolly and wire shots.
Different views consisting of close-ups and medium shots were used to keep the camera focused on the character and the wire box instead of the door.
The shots below are from the final selection, and were graded.
Different views consisting of close-ups and medium shots were used to keep the camera focused on the character and the wire box instead of the door.
The shots below are from the final selection, and were graded.
New Stairs Filming
Re-filming was done at the first location of the stairs, this time using a tripod so implementing matte paintings would be much simpler, the downside would be rotoscoping the character entirely for the shot length, and editing the bright parts to be dark:
3D Citadel & Headcrab
A 3D Citadel was found online at "Turbosquid" so that 3D renders could be used as accurate representations of the citadel, and was used later for a shattering effect in one of the establishing shots:
A 3D Headcrab was created in Maya, and then further sculpted and painted in Mudbox, later being rigged for the last VFX shot:
A 3D Headcrab was created in Maya, and then further sculpted and painted in Mudbox, later being rigged for the last VFX shot:
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