Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2
Creating dramatic 3D artwork - Mangbetu Woman

By Martin Nikolov
Web: Open Site
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(2 Votes)
| 6573 Views
| 0 Comments
| Comments 0
Date Added: 7th August 2014
Software used:
Photoshop, ZBrush

Decimation

When I finished the sculpting, I decimated the model to around 800,000 polygons from 6,000,000 and moved the image back into MODO.

1899_tid_fig05.jpg
Decimating the image and transferring it back to MODO


First render

At this point, I wanted to make a basic clay render of the model. The render setup was really simple, with 1 background plane and 2 area lights. You can see the first result here in this image. After a few hours, when I looked at the image again, I decided to go further and try more dramatic and contrasting lighting. I decided to accent the silhouette of the Mangbetu woman in front of the African sunset.

1899_tid_fig06.jpg
Creating a simple render of the model

Lighting

To start this, the render setup was built with 2 area lights and a HRDI light from the Studio Environment Set 1, from 9B Studios. I used a black box (a cube with one side deleted) in front of the model, which hid it from the HDRI light, and added a background plane with a yellow luminosity material.

For the body I used MODO's default skin shader with a few tweaks, and the rest of the shaders were made from the default material.

1899_tid_fig07.jpg
Adding a brighter yellow lighting to the model

Passes

I rendered 4 passes to use later on, for the final compositing and color corrections in Photoshop. These were: Final Color, Ambient Occlusion, Material ID and Depth passes.

1899_tid_fig08.jpg
Creating a range of passes for use later in the post-production stage

Post-production

In Photoshop, I darkened the body and played a lot with the Curves and Contrast. Finally, I added a slight gradient to the background. You can see the final result in this image.

Hope you liked my project overview and thanks for reading.

1899_tid_fig09.jpg
The final image

Related links

For more from Martin Nikolov visit his website
This overview first appeared in the October 2013 issue of 3dcreative
Want to submit to the magazine? Click here




< previous page

 
1 | 2
Related Tutorials

Tutorial

Gallery Image.



Keywords: Maya, ZBrush, Modeling, Character

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (9)
Comments 1 Views 5723

Tutorial

Gallery Image.



Keywords: Photoshop, Dwight Schrute, Caricature

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 398

Tutorial

Gallery Image.



Keywords: Arch-viz, matte-painting, Blender, scene, Photoshop

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star none
Comments 0 Views 3059

Tutorial

Gallery Image.



Keywords: MODO, AMD, Character, Male, Tutorial

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 0 Views 9110
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment