Green Screen

T

The Asylum

A simple studio with a giant ass green screen, for all your mememe tomfoolery needs.

The screen is a genuine Chroma Key Green, and lit exactly like a professional shoot.
 
Last edited by a moderator:

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
Making the green-screen lit, with shadows and everything, makes it overly difficult to take a screenshot and easilly photoshop it out. And that's kind of a problem when the map is built specifically for that purpose.
 
T

The Asylum

Making the green-screen lit, with shadows and everything, makes it overly difficult to take a screenshot and easilly photoshop it out. And that's kind of a problem when the map is built specifically for that purpose.

Note I said, lit as in a pro shoot.

A professional lighting setup consists of three kinds of lights: Key, Back, and Fill. The Keylight is the primary lighting source, shining in on the subject from the front. Fill lights brighten everything else (that needs brightening, but not by too much). Backlights, in TF2's case, is moot, as the Phong lighting system already provides a mock-backlight effect on the caracter models.

The keylights in the map are structured so that they're shining downward, like in a pro green screen shoot. No shadows cast on the vertical backdrop, provided that the subject is a reasonable distance away from the screen. The only way you could possibly get shadows on the wall is if you press right up against it.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
jsut make the green texture UnlitGeneric.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
What penguin said would be the most ideal thing. It's a neat idea to do it how you did, but for actual use it's rather circular and redundant. The way greenscreens are professionally lit is basically to mimic what UnlitGeneric does already. Also, about shadows, if you use an info_no_dynamic_shadow to actually prevent any from occurring on the screen, regardless of the lighting method you use.
 
T

The Asylum

What penguin said would be the most ideal thing. It's a neat idea to do it how you did, but for actual use it's rather circular and redundant. The way greenscreens are professionally lit is basically to mimic what UnlitGeneric does already. Also, about shadows, if you use an info_no_dynamic_shadow to actually prevent any from occurring on the screen, regardless of the lighting method you use.

But.... that's cheating!
 

Dr. Spud

Grossly Incandescent
aa
Mar 23, 2009
880
854
When I said shadows, I meant the greenscreen right now, without any characters in front of it, is not a solid RGB value. So when you photoshop it out, you can't just select a solid color.