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Making Of 'Neo Renaissance Girl'

By Zoltan Miklosi
| Your Rating:
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| 5 Comments
| Comments 5
Date Added: 1st June 2011
Software used:
Photoshop, Blender
177_tid_image_12_Final_Neorenaissance_Girl.jpg

Introduction

Before I started working on this image I studied thousands of fashion photos to get the right pose and lighting for my character. I also looked at some Renaissance paintings to better understand the fashion of that era - this information was particularly important for the character's hat.

My original idea was to create a kind of vintage, classic, painterly portrait. I tried to apply a classic painterly effect to the whole image, to enhance the fine art feel, through the post-production work done in Photoshop; lighting adjustments, color correction, and the addition of some objects, such as the choker with a cross and the earrings.

I created the original character a while ago (Fig.01). I decided to use her again for this new concept, improving on the original by changing her clothing, hairstyle, and giving her a hat. The first version was too empty, too simple, but I saw something of God's light in it that I loved and wanted to take forwards into another project. I think it's her face and her sparkling eyes that made me want to keep the character and use it again.

As you can see from the final image I haven't used too many colors or different materials for her clothes - there were just four materials used to clothe her (not counting the jewelry).

177_tid_image_01_first_version.jpg
Fig. 01

Modeling

I'll start things off by giving you a detailed description about the head of the character. I created the whole head in a traditional way: using two reference photos for the front and side view of a female head, modeling only half the head (and body) and mirroring it across to the other side, attaching the two halves using the Join tool in Blender. I then divided the whole model - including the body - into different parts to unwrap for the UV map (Fig.02).


177_tid_image_02_head_wire.jpg
Fig. 02

I divided the whole model into face, limbs, torso, ears, top eyelashes, eye (bottom), nails, and lips. I used different materials for different body parts; the torso, limbs, and face were given the same materials with different textures - multiple materials on each object - and the lips were just another material, just like the eyelashes, the bottom of the eye, and the nails.

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Readers Comments (Newest on Top)
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(ID: 100322, pid: 0) Mahesh Kumar on Wed, 04 April 2012 4:14pm
WHERE IS THE TUTORIAL ? IS IT IMAGINARY ?
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(ID: 86297, pid: 0) Reyko on Mon, 13 February 2012 10:25am
I'm not used with Blender, but u inspired me to learn it...
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(ID: 62996, pid: 0) Err on Fri, 18 November 2011 9:04am
amazingable!
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(ID: 44021, pid: 0) Max on Wed, 08 June 2011 3:36am
great job!! Blender rocks :)
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(ID: 43999, pid: 0) Wherner Chumley on Tue, 07 June 2011 11:22am
great example of the fact that it is the artist that matters not the (cg) tools used.
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