The clothing draft modeling was made with Maya's cloth simulation. I simply threw rectangle cloth objects on the character that was acting as the passive object, until I could get interesting shapes.
Texturing went well - this is my field of expertise. I created most of the patterns using green and beige tones I borrowed from the Oriental paintings. (Have a look back at the tiling and plaster in Fig.03a – 03b). I used Photoshop for all textures and Unfold 3D for unwrapping the most complicated objects. Every object has its own textures, including a Diffuse map, Reflection map and Normal map at the very least. As example, Fig.09 shows all the textures used for the Moroccan leather pouf.
Fig: 09
The last challenge I had was not as arduous as I thought it would be: vegetation. I had an idea about what I wanted to create, but could not picture myself modeling trees and plants and flowers for hours. So I used Maya's Painteffect program. It turned out to be easy and it worked just fine for my needs. Again, this became the basis for my further painting (Fig.10).
Fig: 10
Paintings and Color Corrections
The last step was painting. The most painted areas are, of course, the characters. But then the rest had to match in style, so I retouched areas I already thought were done, just to have an overall sense of unity.
Fig.11a shows the straight render, before any painting or color correction.
Fig: 11a