04.02.2014 Views

3d art

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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

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