quick put these on and you'll see like a vfx artist i already see myself as a
bit of a holy chromatic aberration hey welcome to the world of vfx
are these javertsif you're creating a sketch based on a video game it's
kind of essential that you include some sort of hud effect or heads-up display
in this tutorial we're going to give you the project files and show you how we integrated them
into our scene i'm going to split my heads-up display into several different composite shots
to keep things organized first up is what i'll call the hud base i'll create a new
composite shot with dimensions to match my footage and then bring in the top and
bottom elements they're png's and they're already transparent so i don't have to do anything extra
bring them into your comp and then if you want you can animate them to slide in from the edges
this is a simple keyframe of the position property and i've set the keyframes to custom bezier so
that the animation is a bit smoother now i'll create another composite shot for the icons the
reason i'm splitting these up is because i want the blend modes for each composite to be different
in the final comp you can bring in the hud-based composite shot to make things easier as you
line up the icons but remember to hide it in the final otherwise you'll double up on that element
i'll bring in all the icons and make sure they're lined up and scaled the way i want
and then i'll parent the symbol to the corresponding background this is so that
i can animate the background hexagon and the symbol will grow or shrink with it for the
animation i did a simple pop-in by keyframing the scale you'll want to start the scale at zero
percent move forward a couple frames and set it to your final value then move this keyframe
two or three frames to the right plug in your final value and then overshoot it a little bit
set these keyframes to either smooth or custom the result of this is that your icon will have
a little bit of bounce at the end which will help the animation look a bit more lively
if you've animated one of the symbols you can right-click to copy it then right-click and
paste attributes on another layer to paste the animation and save yourself some time
once those elements have been laid out we can now look at compositing it into our scene
here i have my footage already color graded so i'll start by bringing in the hud bass comp
i'll right click and set the blend to overlay then i'll use a tint effect to set the white colors to
a more light blue to make it glow i'll use the light sword ultra glow only effect if you're
using express you can use either the regular glow and change the per channel intensity controls
or purchase the vfx neon lights pack i'll change both the inner and outer glow to a blue color and
adjust the properties so that there's a nice fall off and it's not too intense finally i'll add some
radial blur and chromatic aberration to make it a little bit more imperfect for the hud icons comp
i'll do basically the same thing but i'll set the blend to screen this makes them a bit more obvious
in the shot i'll also add either a gleam or auto volumetrics effect to give them some light streaks
now you'll notice that the background is currently too bright you can't really see the elements
to fix this we're going to create a new grade layer and set it below the icons and the base
onto this grade i'll add a blur effect and then use exposure pro to darken the footage down
you don't have to use exposure pro to darken the footage if you're in express you can use pretty
much anything curves brightness and contrast the regular exposure effect all you're doing is
darkening the footage finally i'll mask out the areas behind the hud element so that it doesn't
affect the whole scene it's a little bit more readable but it's still quite bright i'll create a
new plane layer and leave it as black i'll drag it below everything else and then use the rectangular
mask tool to create a mask so that it's sort of a vignette around the scene be sure to feather
it in the controls panel i'll duplicate this layer add a fill color effect and set it to blue
then change the blend to overlay this gives the edges a blue tint as seen in the actual movie
now that we've got the hud overlaid we can look at adding some elements into
our world and to do that the first thing we need to do is motion track the scene
for this i'll use foundry camera tracker but it doesn't necessarily have to be a 3d track
you can use a point tracker but you might have to do it for each individual element depending
on where you want to place it in the scene the camera tracker takes care of that all at once
i'll just make sure to set the track validation from free camera to rotating camera
since i wasn't moving forward or sideways in the scene i'm just standing still rotating the
camera if you're unfamiliar with how to use the camera tracker check out our previous tutorial
on how to do just that once we have our footage tracked we can start adding things into our world
i did a little bit of sky replacement by adding in an image of clouds and setting the blend to
overlay this makes it a bit more natural i then threw on and keyframed a mosaic effect
to make it look like the image was loading into the scene like it would in a video game
since we're seeing the world through the eyes of the vfx artist i thought it'd be
cool to add in some visual tracking markers to do this i first created a 50x50 composite shot
very small and type the letter x this is going to be the texture that we'll use in the particles
bring this x comp into the main comp i'll add a particle simulator and set the shape to quad
because this effect is 3d and we've motion tracked our scene we don't need to attach it to any points
i'll change the shape to quad so that the particles spawn in a rectangular shape i'll
extend the life of the particles then change the texture source to layer and select the x composite
scale the particles up or down as needed select the particle system then open the lifetime panel
in the color properties change the type to gradient and then add markers for red yellow
and green this means that over each individual particle's lifetime they'll start as the color
red shift to yellow halfway through and then change to green i also ended up adding a neon
line that says planar tracking surface because those are the things we look for when we're on set
for this i used a plane that i set to 3d and then drew a mask around the outline of the building i
can then add the neon path effect and keyframe the extension property to have it grow in you'll want
to change the blend of this plane to either add or screen if you're interested in knowing how we
created the hologram effects we'll be covering that next week so be sure to subscribe and
ring the bell if you haven't already thanks for watching and i'll see you all in the next video