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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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