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Character<br />

Finalise the model<br />

Almost there, time to wrap it all up!<br />

14 Final polish<br />

With the kids and turtle finished and in place, I gave the entire<br />

model one final polish pass. During this step, I tweaked<br />

proportions, slightly altered poses and cleaned up any areas I<br />

might have overlooked. At this stage it’s no longer about the<br />

model looking like the concept <strong>art</strong> – it’s about the model<br />

feeling and conveying the mood of the concept <strong>art</strong> – even if<br />

that means making alterations that deviate from the original<br />

concept. I pushed Ardent’s pose a little further to really sell<br />

the mid-throw moment, and arched Eli’s head and posture<br />

back so it would read better in 3D space. Once it had passed<br />

this phase, the modelling was finished.<br />

N<br />

N Make sure the <strong>art</strong>work<br />

conveys the essence of<br />

the original concept<br />

O A few render passes from<br />

ZBrush composited<br />

together in Photoshop<br />

P The 3D print done by<br />

Offload Studios – it looks<br />

stunning in real life<br />

Q The final sculpt<br />

O<br />

15 Lighting/rendering/compositing<br />

To showcase the finished model, I decided to explore<br />

ZBrush’s material capture system to create the final renders<br />

and composite them in Photoshop. This phase was really<br />

just a lot of experimentation and trial and error. I would<br />

render the model with different MatCaps, bring them into<br />

Photoshop and layer them atop one another with different<br />

blending modes to see if any interesting results occurred. I<br />

got an interesting look that showed off the details by mixing<br />

a Clay and Copper render. I enhanced it by giving it a soft<br />

gradient background to simulate a lighting stage and added<br />

a bit of specular bloom to really make it pop.<br />

Q<br />

16 3D printing<br />

the model<br />

After the 3D model was<br />

complete, I had the great<br />

pleasure of having the<br />

fantastic Offload Studios<br />

offer to create an 18-inch tall<br />

physical 3D print of the<br />

model. Offload’s team took<br />

care of everything for me –<br />

making sure my source files<br />

worked with its printing<br />

technology and even baking<br />

an Ambient Occlusion map<br />

to help highlight smaller<br />

details (its printers can print<br />

textures as well). The<br />

studio’s work is truly<br />

amazing and it’s been<br />

awesome to be able to see<br />

and touch something I<br />

created solely on the<br />

computer. Be sure to check<br />

out the rest of the<br />

company’s work at<br />

www.offloadstudios.com.<br />

P<br />

10 minutes<br />

render time<br />

Resolution:<br />

4,000 x 3,600<br />

Final thoughts<br />

And there you have it! I’d like to thank<br />

you for reading, and thank 3D Artist<br />

magazine for allowing me to share my<br />

work with you. Once again, if you have<br />

any further questions about this tutorial<br />

or any of my work, please feel free to<br />

contact me through my website (www.<br />

cggallery.com) and I’ll try my best to<br />

help out. Happy creating!<br />

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