Making a Shot in Blender pt1: tracking/keying/masking/setup (Patreon)
Content
01:13 - tracking the camera (ctrl+click to add tracking points)
08:15 - keying the footage
10:45 - masking shenanigans
12:28 - exporting pre-keyed image sequence
14:20 - setting up pre-keyed footage in 3d space
20:30 - adding a new "free" camera
24:34 - general extrusion tomfoolery
Haha! Yeah alright- let's do it! So, on my last post, a few people asked for a tutorial showing how to do something like the boat shot at the beginning start-to-finish, "the whole thing" so this is my attempt at that. It's not a tutorial as much as it's just me talking through making a shot.
I don't expect anyone to really watch the whole thing, but I'll always put the times above for when I do different things, so you can just watch the parts you're curious about.
The boat shot took like 15-30 hours, so the thought of doing a full tutorial for that was pretty intimidating (and also confusing- is it a tut for that shot specifically, or just... "shots", you know?)- but this shot's a bit more straightforward while still dealing with all of the same stuff (moreso, actually, since this one incorporates a live action element).
Making a shot can kind of be broken into two parts. 1.) creating the assets, and 2.) assembling them so they look good (composition/lighting/all that). Creating the assets usually involves the same steps over and over (model some stuff, put a texture on it, maybe a bump/roughness map), so it can be kind of compressed. Part 2 is a bit more ambiguous, since it can come down to more overt personal preference. Honestly, most of composition is just me looking at the screen in silence trying to figure out why I suddenly hate it. This series will probably focus more on number 2, since that's the part I've covered the least in the past.
Let's see how it goes!