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3d art

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Step by step: Texture<br />

and light a beautiful girl<br />

Girl in Church 2010<br />

Aiming to create a sense of tranquillity, this<br />

image features a pretty girl inside a church<br />

Satoshi Ueda specialises in game graphics and concept <strong>art</strong><br />

The main tool used to model<br />

and build this scene was <strong>3d</strong>s<br />

Max and it was rendered in<br />

the standard mental ray. Photoshop<br />

was used for a final composite of the<br />

various render layers. The most<br />

difficult aspect of the image was the<br />

rendering time. Even though the image<br />

used the standard Hair and Fur<br />

options, it took a frighteningly long<br />

time to render the hi-res version – two<br />

whole days. In this tutorial we will<br />

discuss the volumetric lighting for the<br />

background, and the materials and<br />

textures used for the girl. The aim of<br />

the image was to produce a moviequality<br />

scene with a sense of serenity.<br />

Concepts<br />

Inspiration behind the scene<br />

76 ●<br />

In terms of modelling the figure, the idea<br />

01 was to create a sense of innocence. I carefully<br />

balanced the position of the eyes, nose and mouth to<br />

make her as attractive as possible. There was a<br />

tendency to go over the top and give her more animestyle<br />

features, but I didn’t want the image to become<br />

unreal. So, I’ve enlarged the eyes as much as possible,<br />

because that’s the main focal point, but not overdone<br />

them. As the overall theme is one of purity, the girl’s<br />

make-up has been kept to a minimum.<br />

I did practice render passes with mental<br />

02 ray and the standard Hair and Fur options<br />

in <strong>3d</strong>s Max just to see how well they performed.<br />

The challenge was to create really long hair that fell<br />

naturally. The hair itself was made from splines so<br />

that adjusting the hairstyle was relatively easy.<br />

To make streams of light work, a dim church<br />

03 setting was chosen for a background. This<br />

choice also affects the lighting because the only source of<br />

light comes from the window. The result is a stream of<br />

volumetric light positioned behind the girl, which just<br />

illuminates her face.

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