CGArena - Animation, Tutorials, 3d, 2d, videos  
 
 

Making of Obidos
by Hugo Silva Web: www.hugodesign.com


Since this object has the Displacement Map created in ZBrush i could use it as a reference to guide me into to right way where to paint the gray stone textures (Ref. Texturing). For the dirty parts i usually use a very rusty and dirty texture, selecting the dark colors using "Color Range" and making use of this selection to the dirty zones of my new texture.

Finally i use this final texture, desaturate it and make a few adjustments, painted a few parts and converted it into a Reflections Map. For the Displacement Map I've used the exported Displacement Map from ZBrush and also add it a few soft dirt details.

In this process I had the intension to make cold tones (like blues) in the shadow walls and warm tones (like orange) in the sunny walls, creating feelings in the image with this opposite tones. I have used the VRay Displacement Modifier with 3D mapping Type and for reflections I made the override reflections in V-Ray setup with an HDRI image (in this case a sunny day).


Lighting - Here I've used a Standard Target Direct light with VRayShadows (in this case), a warm color and Area Shadows On (Ref. Lighting).


The light angle was adjusted manually for the day time and to create the best light/shadows result in this image. For the skylight I've only used an sky blue in the GI Environment in V-Ray Setup (Ref. VRay).


I like to play with the values and colors of the Sun Light and GI Environment (skylight) to reach blue shadows and warm colors in the sunny areas.

Rendering - In the rendering process I've used Adaptive DMC Image sampler with Catmull-Rom Antialiasing filter for a sharpen render and Reinhard Color Mapping with a Burn value of 0,7 (More Linear then Exponential, Exponential=0,0; Linear=1,0) to achieve contrasts in the final render (Ref. VRay). For the Indirect Illumination I've used Irradiance map with Brute force GI engine. Finally i add some Render Elements like VRayZDepth (adjusting zdepth max value) and VRayReflection for the Post Production process and save the render in *.tga format to preserve the Alpha Channel, while the Background color is black to keep this channel clean.


Post-Processing - For the post production made in Photoshop, I've created a selection from the Alpha Channel and duplicated the layer with this selection. Now i was able to put my chosen sky in a layer bellow and adjust it without change my render. Than i made a few color corrections like Exposure to enhance contrasts. In a new layer i used the Reflections Render with Color Dodge Blending Mode to enhance reflections.

For the Depth Of Field I've used the ZDepht Render in a new top layer. Using Color Range with Sampled Colors, Fuzziness (200), with Selection option and Invert selected (Ref. Photoshop Zepth).


I've  applied this selection as a mask in a duplicated final layer with a blur filter. With Levels (tweaking the midtones) I was able to adjust the Depth Of Field and also with the blur intensity on the layer. This a "house made" ZDepth without plug-ins or other post production programs.

Conclusion - I hope you like this tutorial. Some few things explained here are basic principles for producing this kind of 3D images. I would like you to keep in mind that the most important thing is creativity. Sometimes I'm impressed how some people can achieve amazing works with just a few simple techniques used however, the more techniques you achieve, more easily you can express your creativity.


Bookmark and Share  
Rate this Making -


Page 1 | Page 2 | Page 3

 
 
 
  Copyright © 2005-2009. All Rights Reserved