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Making Of 'Anhells'

By Julio C. Espada
Web: Open Site
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, V-Ray, mental ray

954_tid_groundtexture.jpg
The ground texture was done by hand in photoshop. As you can see, there is tiling, but it is not noticeable on the camera, so it works.

954_tid_column.jpg
I modeled and textured a big column to add depth to the image. I used it several times later on the final composition.

954_tid_combustion.jpg
I rendered the ground in RPF so I could have control over the depth and the fog. Combustion can do a great job on static images, not only for video or animations. Be careful, a big RPF is a ram-eater, and combustion has no mercy with low-end computers.

954_tid_layers.jpg
Those are the layers in photoshop. There are a lot of tweaking here and there. Almost all the texturing has been done here. I used lots of images and textures to create fire, smoke, clouds and dust. I did some cloning jobs to fix mistakes on the render. Also I rendered some more characters to give more dramatism to the image.
I have created a video file showing each layer being added to the composition. Watch it frame by frame to see how everything works. Watch it href='images/Anhells_Layers.avi' target="_blank">here

Thanks for reading. I hope you have learned something about what you should and what you shouldn't do when creating a complex scene



954_tid_final.jpg



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