The main compositing was done inside Fusion 6.1 and took advantage of all the passes and elements I had. It was a pretty straightforward comp which got me to a good result (Fig.27).
Inside Photoshop, the image was cropped in order to hide the fact that it was just a bust. Here I also added some suspended particles in the water, which really help to create a sense of depth in the scene. Â I rendered some cellular maps from Max with different sizes and spreads to apply in front, behind and in the same depth plane as the character, with corresponding amounts of blur. The final touch was done inside After Effects with the help of Red Giants Looks (Fig.28).
This personal work has already become my favorite, not only because of the final result but also because of the way that I got there. What started out as a one hour sketch with no expectations whatsoever became a 20 hour piece of work with a quality that gave me the chance to be in 3DTotal's character gallery, 3DCreative magazine and writing this Making of, which I hope will be of some use to other fellow artists.
(ID: 38476, pid: 0) Nelson Painco on Wed, 23 March 2011 9:50am you will fly high my friend, believe it, you will fly high. With such skills and will to learn you will reach high places. Great, great job, as always. Keep doing it man. 5 stars ;)
(ID: 38411, pid: 0) David on Tue, 22 March 2011 11:59pm Thanks Bastien, I really appreciate the kind words. :)
(ID: 38330, pid: 0) Bastien on Mon, 21 March 2011 5:47pm Dude you are the evidence that zbrush is not only a tool to sculpt scary monsters. Congrat', it's beautiful!