
Hello everyone, in this tutorial I am not going to explain the modeling, nor the texturing or lighting but I will explain the post-production process which allows any image to touch the sky and this part is mostly missed in the makings/tutorials. Here is the finished model; I have done the painting in ZBrush using flat colors applied with modeling alphas.

These are the Render Passes for this picture, which I will explain a bit by building this image.
For me the first is to create the mask of the image, so I can keep changing the background to make it fit. I like to drop a bit of color straight away with the Color-pass, so I can adjust contrast while composing the full image. So the background and the figure are changing since the beginning.
This is the image of the Photoshop layers; this is the order of the passes and corrections that are done.
I think it is very useful to have certain order, in my case I rather doing 3 folders - the Model, Background and over the top Corrections. The Model folder contains sub folders, one for each render pass and the main Model folder that contains them with the Mask-pass masking to see the background.
All this work is non linear, I mean lot of things changes when applying some render passes, from the first pass Color to the background, Specular etc.. Depending on how the ones below are working, this is about playing until what you are looking not pops up, but this is an example.
So I drop with the background and the Color-pass. Using the Hue and the Levels I make it almost blended in the background so I can build lighting.
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