Guerrilla Nuke Compositing: War Camp Project
Taught by Kirill Pleshakov
- Course Number:
- Software Version:
- Original Run Date:
- April 2021
- 8 hours 40 minutes
This includes compositing of the 3D tents, projecting textures on proxy geometry that is built from scratch inside Nuke. For most of the course, covers layout in Nuke, via cloning the real elements in the shot and balancing the composition until the camp looks and feels alive. There is a lot of secret compositing techniques and a minimum amount of using a 3D package.
Postproduction was completely done at Studio Scandinavia in Russia and Pleshakov was throw into the project where he saw his role grow over time. It was one of his first jobs in the industry and he learned problem solving in order to get his shots done in any way possible. The company continued to grow over time, throwing harder and harder tasks at him until he was assigned to do this shot. He actually completed the scene at home, where he could dive into the shot and concentrate completely on the project without interruption.
To complete the eagle composite inside After Effects on top of the output of the final Nuke comp from this course, be sure to check out AFX230: Compositing in After Effects: Eagle Flight Project.
Class 1: First StepsCamera solve and ground layout.
Class 2: Tent GeometryModeling the proxy geometry of the tents, layout, and projecting the tent textures on the geometry.
Class 3: CleanupCleanup and initial compositing of the tents.
Class 4: Adding detailMapping additional textures and attaching simple geometry to the tents, making them more detailed.
Class 5: SoldiersCloning the soldiers, including using roto-paint to create differences between them.
Class 6: Ground detailsFocusing on ground effects, merging soldiers with the ground, compositing shadows, and mapping roads.
Class 7: Even more cleanupCleanup, stabilizing the ground, and extracting the foreground smoke.
Class 8: Flags and other detailsStabilizing flags and adding them to the soldiers. Starting to lay out further details of the shot, including cloning the barrels.
Class 9: Fire and SmokeMapping bonfires on to the ground, adding smoke to them, cloning the benches.
Class 10: Cannons and more elementsStabilizing the cannons, cloning the carts and watch booths.
Class 11: Integrating the detailsAfter cloning the rest of the details, merging them with the ground and making procedural shadows for them.
Class 12: Finishing TouchesPolishing the shot, correcting all the glitches, rendering the final render.