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3d art

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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

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