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Digital Matte Painting - Project 1: Invisible Set Extension (Pre-Production)
Samantha Kristalyn / 0373905 / Bachelor of Design (Hons) in Creative
Media
Digital Matte Painting
Digital Matte Painting
Project 1: Invisible Set Extension (Pre-Production)
JUMPLINKS
1.
INSTRUCTIONS
2. TASK
4. REFLECTION
INSTRUCTIONS
TASK
Project 1: Invisible Set Extension (Pre-Production) (20%)
1. Objectives
For this project, we are stepping into the specialized world of Invisible
Set Extensions. This assignment is a two-part journey: first, mastering
the technical skills to "read" raw footage, and second, using those
insights to seamlessly extend or recreate environments from scratch. The
ultimate goal is to create a digital addition so perfect that the viewer
never even suspects it’s there. The core of this project is Invisible VFX.
Invisible effects are used to fix continuity, remove modern distractions
from period pieces, or expand a small studio set into a vast landscape.
My task is to take raw footage and perform a "deep dive" deconstruction
to understand the environment's requirements, looking at lighting,
perspective, and lens characteristics, before building a finished
artwork that integrates perfectly with the original shot.
2. Concept & Asset Building
The goal here is simple: the audience should never know that what
they’re seeing is digital. I'm either doing an Invisible Set Extension
(filling in missing parts of a real location) or Recreating the
environment from scratch.
- Building Assets: Every digital element is custom-built to ensure the perspective, scale, and lighting perfectly match the original camera metadata.
- Seamless Integration: It’s not just about a "pretty" image. I have to match the technical grain, shadows, and lens blur of the raw footage so the extension feels physically present in the scene.
3. AI Usage & Ethics
For this assignment, AI tools like Midjourney or Leonardo are strictly
for "brainstorming" and mood boarding.
- Reference Only: AI is used only in the early stages to visualize lighting or layout. The final artwork must be my own execution, not an AI-generated image.
- Proof of Work: All AI references must be cited. All students should keeping all of their raw project files and recording my progress to prove that the final result is original work and not an AI shortcut.
Reference Board
To begin the process, we were told to select a live-action reference to
guide our environment study. I chose Dune (2021) due to
its sophisticated blend of brutalist interior architecture and expansive
desert landscapes. To ensure technical accuracy, I conducted a deep dive
into the film's world-building, focusing on its unique terrain and
costume textures. I've compiled these findings into a reference board
using PureRef, which serves as the foundation for my environment
extensions.
Fig. 2.1, PureRef Reference Board based off of Dune (2021)
Developing the Visual Narrative
Sketches
After establishing my reference board, I moved into the sketching
phase to bridge the gap between inspiration and final execution. This
stage is divided into two parts: an initial conceptual sketch and a
series of focused value studies.
Initial Sketch
I began with an initial reference sketch to serve as a foundational "blueprint" for the environment.
Fig. 2.2, Initial Reference Sketch
The purpose of this sketch was to:
- Establish Composition: Determine the placement of key environmental assets, such as rock formations and the horizon line, in relation to the character.
-
Define Scale: Set a clear sense of monumental scale, ensuring the environment feels vast and imposing; much like the cinematography in Dune.
-
Creative Guide: Act as a visual anchor that guides me through the more complex stages of asset creation and set extension later on.
Shaded Sketches
Once the basic composition was set, I produced a series of shaded
sketches to conduct a comprehensive value study.
Fig. 2.3, Shaded Sketches
In digital matte painting, understanding light and dark is more critical
than color in the early stages. These studies allowed me to:
- Map Lighting & Atmosphere: Experiment with how light hits the terrain and where the deep shadows fall to create a sense of three-dimensional depth.
- Direct the Eye: Use high-contrast values to lead the viewer’s gaze toward the focal point (the character) and the distant landscape.
- Readability: Ensure that the "read" of the environment is clear even without color, which is essential for a seamless "invisible" extension.
By exploring these five different lighting and composition variations, I
can confidently select the strongest layout before moving into the
high-fidelity rendering phase.
Compositions
Composition 1: Vertical Cliffs (Outdoor Landscape)
Fig. 2.4, Composition 1 (Vertical Cliffs)
- Visual Focus: Shows a deep, vertical chasm or a tight canyon system.
- Perspective: Suggests a look down into a deep void or a tight pass between towering rock walls. This emphasizes the hazardous, vertical terrain of Arrakis's mountains or fractured plateaus.
- Art Style: Stark, high contrast, emphasizing sharp edges and shadows.
Dune inspiration point:
The Shield Wall & Isolation: This reflects the sheer,
treacherous cliffs of the Shield Wall, the mountain range used by
the Fremen to hide their Sietches from Imperial orbital sensors. The
extreme verticality emphasizes the difficulty of traversing the
terrain and the isolation needed for Fremen survival.
Composition 2: Winding Canyons (Outdoor Landscape)
Fig. 2.5, Composition 2 (Winding Canyons)
- Visual Focus: Presents a wide, winding canyon cutting through a high plateau.
- Perspective: Likely a high-angle or panoramic view, showing the serpentine path of the canyon floor. This composition highlights geological features shaped by wind and ancient water (or lack thereof), providing depth and visual rhythm.
- Art Style: Uses clear layering to indicate distance and scale.
Dune inspiration point:
Ancient Water Paths & Worm Territory: Arrakis was once (or might
become) a planet with water. The winding, wide path suggests a massive
geological feature carved by ancient forces. In the context of Dune,
these wide, open paths are prime territory for Sandworms (Shai-Hulud),
creating a sense of dread and hidden movement beneath the surface.
Composition 3: Mesa/Butte (Outdoor Landscape)
Fig. 2.6, Composition 3 (Mesa/Butte)
- Visual Focus: Features a large, isolated mesa or butte rising dramatically from a flat desert plain.
- Perspective: Mid-to-low angle, making the rock formation appear monumental and imposing. This is a classic desert landmark, used to convey isolation and a point of reference in an otherwise featureless expanse.
- Art Style: Simple shapes and large masses, focusing on the lighting to define the form.
Dune inspiration point:
Landmark & Harvester Reference: Isolated mesas are typical desert
landmarks globally, but on Arrakis, they serve as crucial navigational
points. They also directly reference the danger of the spice
harvesting process, where a harvester's position is defined relative
to the flat, open sand and the potential rock refuges from a worm
attack. The large, simple mass conveys the planet's brutal,
indifferent scale.
While I was mindful of Mr. Kannan’s advice to avoid indoor settings due to the technical complexities they present during the photo bashing stage; I chose to develop two indoor concepts as a preliminary exercise. This allowed me to test my technical limits and gain a better understanding of perspective and interior lighting before committing to a final outdoor composition.
Composition 4: Throne Room/Hangar (Indoor Architecture)
Fig. 2.7, Composition 4 (Throne Room/Hangar)
- Visual Focus: A wide, cavernous interior, possibly a throne room, control center, or even a large ornithopter hangar.
- Perspective: One-point perspective is strongly used, drawing the viewer's eye to a central vanishing point. The interior is expansive, suggesting the luxury and scale of a major Arrakeen base. Figures (or simplified representations of figures/columns) liNE ON the sides, helping to convey scale.
- Art Style: Focuses on clean, symmetrical, and often Brutalist-inspired geometry common in Dune's recent visual adaptations.
Dune inspiration point:
Imperial Austerity & Heat Regulation: This interior reflects the
architecture of the Imperial or Harkonnen palaces (like Arrakeen). The
extreme height, vertical lines, and narrowness are functional designs
to minimize sun exposure and control heat flow. The space feels
intentionally austere and dehumanizing, reflecting the harsh rule of
the Imperium/Harkonnens.
Composition 5: Technological Hall with View (Indoor
Architecture)
Fig. 2.8, Composition 5 (Technological Hall with View)
- Visual focus: Wide, symmetrical, technological hall or observation room.
- Perspective: Strong one-point perspective; focus drawn to a central point (likely a viewport to the desert).
- Artstyle: Clean, symmetrical, and potentially Brutalist-inspired geometry; sharp contrast between foreground and background view.
Dune inspiration point:
Technological Control vs. Natural Chaos: This is the quintessential
Dune power structure. The symmetrical, ordered, and engineered
interior represents the Houses' technological mastery and control. The
focus being drawn to the single viewport of the desert outside
symbolizes the constant tension between human efforts and the
overwhelming, untamable nature of Arrakis (the sand, the heat, the
worms, and the spice).
Final Presentation
Fig. 2.9, Final Presentation (Canva)
Fig. 2.10, Final Presentation (PDF)
REFLECTION
The pre-production phase of this "Invisible Set Extension" project was a
deep dive into the discipline of visual consistency and world-building.
Choosing Dune (2021) as my primary reference allowed me to explore the
intersection of brutalist architecture and vast, unforgiving landscapes.
My goal was to move beyond just creating a "pretty" image and instead
focus on the technical requirements of invisible VFX: matching
perspective, scale, and lighting to ensure any digital addition feels
physically present in the scene. By deconstructing the film’s unique
terrain and textures through a PureRef board, I established a foundation
that prioritized technical accuracy over purely aesthetic choices.
The sketching process was where I truly began to bridge the gap between
inspiration and execution. Starting with an initial conceptual sketch
allowed me to set a monumental scale and establish a "blueprint" for my
environment. However, it was the shaded value studies that proved most
challenging and rewarding. In digital matte painting, understanding the
"read" of light and dark is more critical than color for a seamless
extension. By experimenting with five distinct compositions; ranging from
vertical cliffs to symmetrical Imperial hangars; I was able to map out how
lighting and atmosphere create three-dimensional depth and direct the
viewer's eye toward the focal point.
One of the most significant learning outcomes of this project was
navigating the ethical and creative use of AI. Using tools like Midjourney
and Leonardo strictly for brainstorming and mood boarding helped me
visualize complex lighting scenarios quickly without sacrificing the
integrity of my original work. This process reinforced the importance of
"proof of work" and keeping meticulous raw files to document my own design
journey. Ultimately, this pre-production phase taught me that a successful
invisible extension isn't just about what you add; it's about how deeply
you understand the environment you are trying to recreate.







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