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For the sea I used a simple Normal map and you can see the parameter in Fig.07. The sand is just a beige diffuse, nothing fancy.


Now onto the rendering! I created several different passes: Depth, Ambient Occlusion Pass, Surface ID, the sky and the final color (Fig.08).

Fig. 08

Then I opened all these passes in Photoshop and I worked with all of them, duplicate passes were needed, blurring some or playing with the contrast. You can see in Fig.09 the way I organized my layers and the percentage I used on each of them. The Surface ID allowed me to easily select any part of the illustration. It is a very handy pass.


In the end I reworked the eyes a little bit directly in Photoshop to give them a little more smile (Fig.10). And voila!

Fig. 10

I hope you enjoyed this tutorial and you learned something from it. Let's all keep learning and sharing our skills together and keep growing as artists. Thank you for taking the time to read this tutorial right to the last line!

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Readers Comments (Newest on Top)
Bob on Thu, 01 August 2013 5:19pm
Amazing! Thank you so much to share! Your style shines! Keep it up :)
Jaykill on Tue, 23 April 2013 8:16pm
Amazing stuff, exactly what I was looking for ! Brilliant !
Javi Ideas on Sun, 10 June 2012 2:57pm
So...the hat is modeled with a cloth program, sculpted with alphas, just a texture with a opacity mask,...? its showing AO! btw i love your work!
J.A.Pfeiffer on Mon, 28 May 2012 3:07pm
Big fan of your work and this tutorial is just what I have been looking for. Thank You for sharing!
Livachu Poke on Mon, 28 May 2012 12:28pm
Your wireframe is to die for, great stuff. Love it!
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