Martin Punchev takes us through the color and lighting processes involved in making his rendered image of Steampunk Scientist
My Steampunk Scientist was part of a small games marathon I did together with a fellow artist. The purpose of the project was to test the unity engine and prototype a lightning-fast mockup for a cute action-adventure game. The whole aim of this image was to create promotional art with whatever means I could use, since everything on the project had to be done within hours rather than days.
The final image took several hours of playing. I deliberately didn't use the word 'work' because, although in this making of I will share with you how I come to the end result, my main aim was to elaborate on the concept of playing, experimenting and working on the fly – without having the luxury of time for planning. It is definitely a risky strategy, but worth trying, especially when working on a team project with super-tight deadlines. In this scenario, the big picture is far more important than the individual piece of work and simply there is not enough time to worry over the small things and making everything perfect.
With a tight deadline, the important thing is to not over-think too much and just quickly start with something. I started with a default render of the low-poly model which was used in the game.
This project started with a default render of the low-poly model
Generating render passes
Although this model was far from polished (as it was originally meant to be seen very small on the screen), the render served as a good base to start with… or at least better than starting from scratch.
At that point it wasn't a bad idea to generate some additional render passes, since you never know how or when they will eventually help you.
Generating some render passes will be useful later