Camera mapping a matte
Modeling and texturing all objects visible in a 3D scene is not something REALLY needed. A great time-saver technique often underrated is to create a matte painting and then map it onto simple 3D objects from the camera (Camera Mapping).
By creating simple objects as containers for our painting, we can create a 3D set that looks exactly as out original painting from certain angles and still have a sense of depth. In this video you could see how we separate in layers each element of the matte painting and then we convert those into textures we applied to simple objects like planes or low poly geometry.
Only thing we need to do, is to select an object and unwrap it from the camera view using the “Project from View” option. Such UV map we will use it to map a texture that would be the part of the matte painting that corresponds with the uwrapped object.
To make things more comfortable we have already separated the matte painting elements using layer alpha masks in Gimp, and saving these alpha masked layers into different PNG files with transparency. If needed we can later keep on painting these textures to include details that might have been occluded when we unwrapped the mesh.
All materials we used in our scene should be set to Shadeless as we don’t want to change how the image texture looks (it is supposed to be a Matte after all)
In the last part of the video, it is shown how we animated the influence of a procedural Cloud texture in the material that is added to the image textures, in order to create a lighting effect.
Hope it helps !










