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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.