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Out of Pipeline Environments

"Ice Age: Collision Course" - There were 16 shots needing set extensions and 6 shots that were full screen 3D environments with fly-by volumetric clouds. Blue Sky has a very small matte painting team and as the team lead, I picked up this assignment. With the exception of the animated or FX simulated elements (volcano plume), the scenes were modeled, textured, lit, and painted by a single artist: an out of pipeline environments workflow. The cameras were changing while the work was going on, so a 3D biased approach was the most resilient.

This post shows the process in snapshot, from modelling to render passes and paint. For more information and detailed breakdowns with video and explanations, feel free to visit here:

http://justingladis.com

I needed to create 6 full screen environments and set extensions for 16 shots in limited time

I needed to create 6 full screen environments and set extensions for 16 shots in limited time

I had already developed a backlot of modular mountains and hills to build from

I had already developed a backlot of modular mountains and hills to build from

Turning my models into height maps for sculpting and modelling.  Then back into new models.

Turning my models into height maps for sculpting and modelling. Then back into new models.

Geometry Overlay

Geometry Overlay

Using render passes and custom paint to come up with a "recipe"

Using render passes and custom paint to come up with a "recipe"

The "Recipe" applied to other full frame environments

The "Recipe" applied to other full frame environments