Green Screen

Discussion in 'Map Factory' started by The Asylum, May 11, 2010.

  1. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    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: Jul 8, 2012
  2. Micnax

    aa Micnax I maek map

    Messages:
    2,057
    Positive Ratings:
    1,387
    Been done several times before (even with packages to turn entire levels green for this purpose), but I like this one because it looks professional

    Are there spectator cameras directly in front of the screen too? :p
     
  3. Dr. Spud

    aa Dr. Spud Grossly Incandescent

    Messages:
    879
    Positive Ratings:
    802
    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.
     
  4. Grim Tuesday

    aa Grim Tuesday

    Messages:
    1,257
    Positive Ratings:
    371
    Possibly the only time I would actually like to have fullbright...
     
  5. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    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.
     
  6. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

    Messages:
    1,992
    Positive Ratings:
    1,233
    jsut make the green texture UnlitGeneric.
     
  7. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    With no shadows on the characters? That would look very ugly.
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,535
    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.
     
    • Thanks Thanks x 1
  9. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    But.... that's cheating!
     
  10. Dr. Spud

    aa Dr. Spud Grossly Incandescent

    Messages:
    879
    Positive Ratings:
    802
    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.
     
  11. Crash

    aa Crash func_nerd

    Messages:
    3,178
    Positive Ratings:
    4,861
    I personally think it's pretty cool and appreciate the detail of doing it how they actually do.