The painting process was great because we had our full HD 3D base render, and it was all about coloring and playing around with textures and developing, at this early stage, the final look of the environment.
We figure out during this stage that we had to divide the environment into different paintings. For example, we had a BG paint, then the mid front elements, then the front elements and a second layer of front elements. Even the volumetric lights were painted preserving the alpha channel. This gave us different paintings to cover the different depths of elements around the scene, so that when the camera panned near a front element you could see the full painting of the elements behind.
But despite the fact that the theory of dividing the paint according to the distribution of elements on the set was working pretty well, we did run into a couple of problems.
One of them was about how the volumetric light reacted to the scene when it was projected. This meant that when we painted on a layer in Photoshop with an overall blending mode, it was working great. But when we applied that same volumetric on a 3D plane and rendered it, the blending mode was no more and the volumetric wasn’t blending with the background the same way it did in Photoshop.
We solved that problem by painting the volumetric on the background paint and keeping the volumetric layer with a minimum opacity, and it worked pretty nicely (Fig.06 & Fig.07) (Mov.02). |