Making Of 'No More Waiting'

Introduction

First of all, we want to say thanks to the 3DTotal staff for this opportunity! Our piece is called "No More Waiting" and we are going to take the readers through the creation process.

Concept

The main idea behind this project came from the concept of time/waiting, which is represented through a stylish cyborg girl lost in time in a distant future.

The first thing we did was to set the character aspect as well as the environment. We started asking ourselves how we visualized the place where our character was living and what we wanted to see around her. Next, we drew several sketches, looking for the elements, colors and atmosphere we wanted to achieve in this project (Fig.01 - 02).

Fig. 01

Fig. 01

Fig. 02

Fig. 02

Modeling

Having established a clear concept, we searched for references from stock images, which are important to use when you want to create a detailed scene. We started modeling from single splines and primitives converted into edit polys. We used that to create the base. Then, using tools like Chamfer, Bridge, Connect (including in edit polys), Extrude, Cap and Create Shapes from Selection (for edges) we added details to get a rich scene (Fig.03 - 05).

Fig. 03

Fig. 03

Fig. 04

Fig. 04

Fig. 05

Fig. 05

Texturing

In general we like to apply Multi/Sub-Object materials because they give us a good way to have the textures arranged. To texture his scene we mainly used Unwrap because it gave us the freedom to create and paint our textures
(Fig.06 - 08).

Fig. 06

Fig. 06

Fig. 07

Fig. 07

Fig. 08

Fig. 08

Lighting

We put a VraySun in as the main light source and then we enhanced the environment using focal lights (Fig.09 - 12).

Fig. 09

Fig. 09

Fig. 10

Fig. 10

Fig. 11

Fig. 11

Fig. 12

Fig. 12

Rendering

We normally set the scene with normal presets to help with time at this point. For indirect lighting we usually use an Irradiance map as primary and Brute-Force as secondary. In this project we generated these render elements: Alpha, Reflection, Specular, ID, Shadow, Unclamped Color and Zdepth.

Post Production

In the final step we imported the render elements into Photoshop and then started to work with layer modes until we got what we wanted, that scratchy look. We completed this piece in about 48 hours (Fig.13).

Fig.13

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