04.02.2014 Views

3d art

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Character<br />

Finishing the design<br />

Giving the character the Pixar look<br />

My main goal in this image is to work with the skin<br />

09 shader and this is what I dedicate most of my time to.<br />

I’ve discovered from previous projects that there must be wellestablished<br />

lighting before testing the shaders. This is why I build<br />

a rough lighting setup before anything else.<br />

I always thought the lighting of the piece should be subtly<br />

10 contrasted; this way I can get delicate light bouncing in p<strong>art</strong>s<br />

where visual attention is critical. The lighting setup is the basic threepoint<br />

light formula: a light simulating the sun, a Fill light in the left side<br />

and a Back light simulating the reflection off the wall.<br />

3 hours<br />

render time<br />

Resolution:<br />

2,688 x 3,500<br />

After I define the<br />

11 scene’s mood with a<br />

basic lighting setup, I focus on<br />

the skin shader. I use the SSS<br />

Fast Skin shader, which can be<br />

found on Zap Andersson’s<br />

blog (http://mentalraytips.<br />

blogspot.com). This shader<br />

gives you more control over<br />

reflections and also the<br />

material specularity.<br />

When I’m happy with the overall look of the shader, I<br />

12 proceed to texture the most complicated elements of the<br />

scene such as the sweater, the bag and the skirt. This means I can<br />

get a rough idea of how all the elements are working together and<br />

also check if some tweaking is needed in the texture values or the<br />

lighting setup.<br />

Colours and<br />

materials<br />

After I texture the background, I work on the paintbrush in her hand. For this I create a new file so I can<br />

13 control the lighting and rendering parameters properly. The last step is to gather everything in Photoshop in three<br />

layers: the character, the background and the brush. With a few final tweaks, I have the result I want.<br />

The biggest challenge for me in<br />

this image is to achieve the look I<br />

have visualised with the combined<br />

effects of the lighting, skin shader<br />

and the character’s clothes. If we<br />

look at the original concept <strong>art</strong>,<br />

one of the main characteristics of<br />

the little girl is her multicoloured<br />

sweater. As a result, its modelling<br />

turns out to be a significant<br />

element as I don’t want it to look<br />

too rigid or heavy. This is why I<br />

decide to go to town with the<br />

knitting texture. I achieve this with<br />

a good Bump map and some fine<br />

tweaking in the Diffuse channel.<br />

151

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