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Scene composition<br />
Laying out the scene<br />
k<br />
10 Camera angle and pose<br />
Frank Frazetta’s painting Death Dealer V provided inspiration for mood and composition, with<br />
its lower view angle and stark backdrop. I st<strong>art</strong> with simple polygon shapes as proxies to<br />
help position and pose a copy of the body mesh from P<strong>art</strong> one. I then use a low camera<br />
angle and the Deform/Flex tool to block out a pose that feels aggressive and dynamic j.<br />
j<br />
11 Create flow<br />
I use background props to help frame the character and add<br />
to the mood and atmosphere. Each of the elements is placed<br />
to help lead the eye to the main point of focus, as well as<br />
support the model’s pose. All the elements are at angles to<br />
keep everything dynamic k.<br />
j A strong, dynamic pose<br />
helps to lend life and<br />
purpose to the character<br />
k The props and camera angle<br />
are adjusted to best fit the<br />
pose and composition<br />
l Creating ivy vines in An Ivy<br />
Generator on the imported<br />
pillar base<br />
m Shapes in modo with several<br />
preset materials that help to<br />
quickly establish surfaces<br />
n Area lights are just enough<br />
to illuminate the model<br />
l<br />
12 Add the props<br />
With the basic composition established, I st<strong>art</strong> to replace<br />
the background proxy objects. The rocky base and columns<br />
have detail added with piles of rocks and clumps of grass.<br />
Lastly, I import and modify vines ‘grown’ in a freeware<br />
application called An Ivy Generator (see http://graphics.<br />
uni-konstanz.de/~luft/ivy_generator/) l.<br />
m<br />
13 Set atmosphere<br />
Using preset materials included with modo, I apply a Skin<br />
material to the body, Sandstone to the pillars and rocks, plus<br />
Wrought Steel to the weapons, then I turn to lighting. I<br />
switch off all lights, turn on Global Illumination, then import<br />
an HDRI image into the environment to serve as the primary<br />
light; it works p<strong>art</strong>icularly well with metallic reflections m.<br />
92<br />
Shader effects<br />
The shader networks in modo work from bottom to top,<br />
much like layers in Photoshop. By using layer masks it is easy<br />
to combine different software shader effects on top of one<br />
another. When setting up shaders, I like to have a reasonably<br />
finalised version of the lighting as well as a simple light setup<br />
with only Ambient Occlusion and the default light set to<br />
Sunlight, to make sure the shaders look accurate.<br />
14 Let there be light!<br />
With the HDRI image set up, I add a few lights to add colour and pick out form. To add dark<br />
blue to the shadows, I insert a low-angle Directional light that casts no shadow, a blue Rim<br />
light at the back and an Area light to emphasise and fill in the top half of the body n.<br />
n