Using a photo I took at the Mill last week I've put together a quick test scene to put a workflow in place for producing the stings. Taking Raw files and outputting a fairly flat image will allow me to colour correct the entire scene at a later stage rather than lose colour info at this point.
Here's a quick selection of screens from setting up the camera projection:
Original image
3 planes set up with camera's focal length to reproduce the correct angles to line up the geometry joins with the image's joins. Material applied to image using camera projection & simple lights positioned at windows. These lights coupled with ambient occlusion create fairly realistic shadows on the floors and walls to help the 3D object sit in the scene - the environment is also reflected by the material on this sphere. It looks very obvious that it doesn't belong in the scene at this point as the photo has a lot of grain whereas the 3D renders out very sleek and perfect - this can be composited in after effects with colour correction and grain etc. to pull it together.
Second camera can now be added and moved around the scene as far as the floor and walls stretch to the edge of the frame - obviously only data in the original image can be seen though some simple set extensions could be made using the textures from this and other photos.
For compositing I will export separate passes/clean plates/object buffers etc to help the 3D sit within the photographic backgrounds by adding grain, dust etc.
I can also output a depth pass to simulate depth of field (mocked up in photoshop below). This will help sell the moving image and hide any rough edges in the camera projections aswell as bring the scene together as a whole.
Rough render of moving camera through the scene
Here's a quick selection of screens from setting up the camera projection:
Original image
3 planes set up with camera's focal length to reproduce the correct angles to line up the geometry joins with the image's joins. Material applied to image using camera projection & simple lights positioned at windows. These lights coupled with ambient occlusion create fairly realistic shadows on the floors and walls to help the 3D object sit in the scene - the environment is also reflected by the material on this sphere. It looks very obvious that it doesn't belong in the scene at this point as the photo has a lot of grain whereas the 3D renders out very sleek and perfect - this can be composited in after effects with colour correction and grain etc. to pull it together.
Second camera can now be added and moved around the scene as far as the floor and walls stretch to the edge of the frame - obviously only data in the original image can be seen though some simple set extensions could be made using the textures from this and other photos.
For compositing I will export separate passes/clean plates/object buffers etc to help the 3D sit within the photographic backgrounds by adding grain, dust etc.
I can also output a depth pass to simulate depth of field (mocked up in photoshop below). This will help sell the moving image and hide any rough edges in the camera projections aswell as bring the scene together as a whole.
Rough render of moving camera through the scene