Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4
Making Of 'Blade Runner Paris'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(20 Votes)
| 110959 Views
| 3 Comments
| Comments 3
Date Added: 21st January 2013
Software used:
Keywords:

The rain was made with a very simple Pflow system with an emitter, gravity, wind and 3D sphere instance as a particle (Fig.11).

1653_tid_Fig11.jpg
Fig. 11

I used the speed of my sphere to create my rain with the help of V-Ray Motion Blur The result was very realistic, but it was a very slow process to render.

To increase the render speed I rendered three different passes of rain with 30k particles each, and I merged all my passes after in Photoshop (Fig.12).

1653_tid_Fig12.jpg
Fig.12

The rain drops on the ground were made with a basic scatter with sprite and a rain drop alpha as the texture (Fig.13).

1653_tid_Fig13.jpg
Fig. 13


Finally the fog was a Z Depth inverted in Photoshop with a Level correction.

Compositing

When I finished all my passes (Fig.14) I had just needed to import everything into Photoshop.

1653_tid_Fig14.jpg
Fig.14

The matte was painted with some personal brushes and real pictures of buildings, which I relit so they corresponded to the scene. After this I sent all the renders to After Effects for the first color correction and to create all the lens flares.

I came back in Photoshop to finish the biggest part: adding all the VFX passes and painting the last details like the little rain drops, more detailed rain and the vapor where the water hit the objects (Fig.15 - 16). I then went back to After Effects to add filters such as blur, grain, etc.

1653_tid_Fig15.jpg
Fig. 15

1653_tid_Fig16.jpg
Fig. 16

Conclusion

Environments are not my specialty, but this was a very great experience. My wish to use Blade Runner as inspiration, and include so many details, was a good challenge. Creating this image also helped me to learn how to stay organized and many things about modeling, texturing and lighting. I was particularly surprised by Particle Flow, which I found to be a simple, but powerful tool. I hope my tips will help you (Fig.17).

1653_tid_Fig17.jpg
Fig.17



< previous page

 
1 | 2 | 3 | 4
Related Tutorials

Unreal Engine Part 12: Using the matinee tool

by Rob Redman
published on 2016-04-14

Keywords: Unreal, Engine, Game, first person, level, map, trigger, audio, sound, cut scene, matinee

Go to tutorial
rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 1457

UDK Terrain Texturing

by Ultramedia
published on 2011-01-25

Keywords: texturing, terrain, video,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (12)
Comments 2 Views 4752

Texturing a Scene using the Total Texture CDs

by J.Roever
published on 2010-03-24

Keywords: scene, vehicle, train, locomotive, sand,

Go to tutorial
rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 13075

Rolls Royce Tutorial

by Khaled Alkayed
published on 2015-07-20

Keywords: Khaled Alkayed, Rolls Royce, vehicle, making of

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (30)
Comments 0 Views 15449
Readers Comments (Newest on Top)
avatar
Austin on Fri, 19 April 2013 4:10pm
Fantastic work mate, well done. Looks amazing.
avatar
Dave Cox on Thu, 24 January 2013 8:50am
Really enjoyed this!
avatar
Leon on Tue, 22 January 2013 11:08am
And it was also a picture for a contest on 3dvf
Add Your Comment