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3d art

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Character<br />

Volumetric lighting<br />

Refining the scenery and lighting<br />

The lighting was done to highlight the curves of the<br />

09 character and to make the scene more fanciful. For this<br />

a key light interacts with the ambient light that falls on the trees<br />

along with the butterflies. The key light is set to let the strongest<br />

points of light mark the silhouette of the character. The sidelights<br />

give more depth to the skin tones and the clothing. Colour and light<br />

are two powerful tools that help enhance the mood of a scene that<br />

has been established by the composition, camera angles and<br />

characters. Firstly you see the result of light being reflected from<br />

a surface up to the eyes. The colour is a quality of light taken from<br />

a surface, based on the frequency range.<br />

To generate the<br />

10 lighting three<br />

Photometria lights were used:<br />

the key light, front light and side<br />

light. These provided the<br />

ambience for the scene. Each<br />

light colour was set to match<br />

the colour palette of the scene.<br />

The lights had an important<br />

function because in nature,<br />

light flows, revealing and<br />

concealing areas. The light<br />

shines, reflects, refracts, reacts<br />

and diffuses into the air. The<br />

light is warm or cold, high or<br />

low, near or far, bright or dark,<br />

strong or mild. In the digital<br />

world lighting is a matter of<br />

calculation. Normal alignment,<br />

G-buffers and Z-buffers<br />

determine the display of light.<br />

Where the calculation misses<br />

the mark, the <strong>art</strong>ist has to<br />

compensate and correct. The<br />

temperature of light is a<br />

technical aspect that can affect<br />

the emotion of your scene.<br />

Essentially the temperature of<br />

light is a physical aspect of the<br />

light source which affects the<br />

colour of the light. However, it<br />

is not the same as using colour<br />

filters on lights to create colour.<br />

1 hour<br />

render time<br />

Resolution:<br />

1,800 x 1,013<br />

The character’s shader was made with the SSS Fast<br />

11 Skin in Mental Ray. The skin needed to have the exact<br />

brightness to make<br />

it both realistic and<br />

fanciful, then working<br />

with lighting shader<br />

to achieve that result.<br />

Maps were used to<br />

work together to result<br />

in uniformity between<br />

the dermis, epidermis<br />

and subcutis skin layers<br />

and the specular and<br />

reflection aspects.<br />

The backdrop was all done in 3D. The vegetation<br />

12 was created in <strong>3d</strong>s Max and rendered with Mental Ray.<br />

Once completed the background image was placed in the<br />

composition. The layer was designed to merge with a colour<br />

palette to create a more pleasant scene in accordance with the<br />

skin tones of the fairy. Making the character was the highlight<br />

of the scene.<br />

The lighting plan<br />

The greatest difficulty in creating the image was deciding<br />

which technique would be better for the hair. The textures<br />

were made and painted in Photoshop with an extra touch<br />

in BodyPaint. The lighting was done with a keylight and<br />

side lights, with the toning following the colour palette.<br />

The best option for this was to use Photometria lights<br />

before rendering the scene with Mental Ray.<br />

To create the final<br />

13 image I separated<br />

z-depth maps for depth and<br />

occlusion maps to define<br />

shadows and contacts were<br />

rendered. These were then<br />

composited in Photoshop. The<br />

fairy character was actually<br />

rendered separately and then<br />

the two images were<br />

combined with a colour map<br />

being used to match the<br />

ambience between the two.<br />

107

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