…Our scale is established.…We have a piece of geometry in our scene to function as our flag.…Let's move forward.…I'm going to select our plane here, which I…will actually now rename "Flag" and I'm going to subdivide…it first to give the geometry enough faces to…deform once we start running it through the cloth simulation.…So, we'll go to Mesh, Commands, Subdivide, flat our options here.…Subdivide it with a value of four.…And you won't see it, until you hit nb on the keyboard to change your viewport.…
What we'll do next, is we will create a new material.…We'll call this flag.…We'll name this one BG for background.…It's always important to have a nice,…clean, organized object manager and material manager.…Might as well get started now.…Let's try the flag on top of the flag.…Open that up.…In our color channel, let's select texture, surfaces, checkerboard.…I'm going to go back to the material tag, select it.…Change the Projection from UVW to Flat.…Now, what that's doing is actually taking the checkerboard…texture and is projecting it flat on to our flag.…
Author
Released
7/25/2014- Collecting reference materials
- Planning and blocking out the shot
- Analyzing and tracking the footage
- Solving the tracked shot and setting up the environment
- Creating and adjusting the cloth simulation
- Texturing the flag
- Rendering passes from 3D
- Color grading and adding grain
Skill Level Intermediate
Duration
Views
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VFX Techniques: Tracking Objects onto a Face
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Introduction
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Welcome57s
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1. Planning the Shot
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Creating a mock-up6m 26s
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2. Reviewing and Tracking the Footage
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Tracking the shot4m 43s
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3. Creating the Flag
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Setting up the simulation3m 37s
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Building a collider object6m 24s
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4. Shading, Lighting, and Rendering
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Texturing the flag5m 4s
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Adjusting the texture4m 12s
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Setting up render passes3m 20s
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5. Compositing
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Conclusion
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Next steps59s
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Video: Building constraints and belts