Once the girl is completed I only need to make the background and the enemy. For the background I modeled a big round door of a spacecraft with pipes, cables and nothing else. Focused with the same camera of course, I added some omni lights of vray, I mapped all the stuff and created a texture of 4096x4096 for the full stage.
I extracted a layer of ambient occlusion from the scenery to give more volume and Zdepth channel for the blur and fog. I used the Lens Blur effect in Photoshop selecting the Zdepth channel in the alpha channel, with this I blurred the background with depth. (If you don’t know how to do this then you can easily find a tutorial in the google search).
I added the girl to the scene, used a Zdepth channel and occlusion as I used for the background and I blurred the edges a bit using “ lens blur” of photoshop.
For the enemy I modeled a very simple robot and extracted a render with light, reflections, quite dark occlusion channel and a Zdepth channel to do the same steps for the blur, but this time this need to be very blurred because it should be an object very near and unfocused.
I added a bright eye and made a final render with some dust, noise and little touch of color and contrast.
And here is the final render with a bit of smart sharpen. I hope this making was useful for you and explained some tips and techniques used in the creation of the image. Cheers! If you have any query then don’t hesitate to ask.
About the Artist - Angel Diaz, Spanish, born in Sevilla. I had luck working at pyrostudios in 2004 with 21 years and meeting amazing people from the industry really talented. freelance for quantic dream in 2007. Later lead artist on the
proyect Wanted - Weapons of Fate. Currently working at Grin barcelona as a senior character artist. Having inspiration from videogames, films, illustrations, and other artists. Very pasionated of realistic characters, sci-fi worlds, medieval films, and monsters. I have the dream of having a great gallery of pictures as the big artists have in their books of art, and making characters for videogames and film very strongs and impresives artistically talking.
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