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Character<br />
Lighting and colour<br />
Getting the right look and feel<br />
4 hours<br />
render time<br />
Resolution:<br />
3,000 x 4,000<br />
I imported the<br />
09 model into ZBrush<br />
for detailing. Although the<br />
topology wasn´t that even, the<br />
result was satisfying. I only<br />
used the Standard brush to add<br />
wrinkles and folds. Most of the<br />
scales were created using<br />
custom alphas, keeping them<br />
exaggerated in some p<strong>art</strong>s and<br />
subtle in key zones like the face.<br />
Once done, I exported a 4k<br />
displacement map.<br />
Normal<br />
mapping<br />
Due to some hardware<br />
limitations, I wasn’t<br />
able to render a proper<br />
normal map from<br />
ZBrush, so I used<br />
CrazyBump to quickly<br />
generate one from the<br />
displacement map.<br />
I extracted the blue<br />
channel to simulate<br />
a cavity map over my<br />
main texture and<br />
enhance the contrast of<br />
the scales and wrinkles.<br />
As for the lighting, the<br />
fact I rendered three<br />
different light sources<br />
in ZBrush helped in the<br />
composition to<br />
simulate a key, rim and<br />
fill light. The final touch<br />
was to correct colour<br />
with Curves to gain a<br />
warm tone, levelling up<br />
the blue in the shadows<br />
and an orange/yellow<br />
in midtones.<br />
Using an UV template from Maya<br />
10 as a guide, I painted the base colours in<br />
Photoshop, using a basic round brush to create<br />
different tones while staying in my chosen<br />
palette. The displacement map helps in many<br />
ways to shade specific areas in the body. The<br />
stripes, eyes and extra scales are hand-painted.<br />
I posed the character inside Maya to match my sketch, but the dragon<br />
11 looked kind of weak, so I decided to pose him into a gallant flying position.<br />
The result was this roguish dragon leaving his crime scene with a satisfied attitude.<br />
The posed OBJ was imported as a 3D layer into ZBrush at the lowest level.<br />
Back in ZBrush<br />
12 I exported several<br />
renders from ZBrush using<br />
different MatCaps, various<br />
light sources, a ZDepth and<br />
a flat colour pass, previously<br />
setting my canvas to a pretty<br />
high resolution. All those<br />
renders gave me full control<br />
over the final image<br />
composition later in Photoshop.<br />
In Photoshop,<br />
13 I composited the<br />
ZBrush renders, masking the<br />
proper areas of the different<br />
layers to gain the desired<br />
volume. I wanted a warm<br />
atmosphere ,but also a<br />
painting-like mood. I painted<br />
extra shadows and put smoke<br />
from stock brushes. Finally I<br />
added subtle motion blur in<br />
the wings and depth of field in<br />
the completed scene.<br />
137