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The wing was modified several times, until I reached the final form together with a new pose for both the body and the head, giving the dragon almost a raptor bird look, cautious and ready to strike at the first hint of danger.

Texturing, lighting and modeling progressed together during the creation process, so that I could reach a good, final result in the shortest time possible (Fig.06).

1724_tid_Fig_06.jpg
Fig. 06

For the woman's body and the dragon I used an SSS material, set differently in two different scenes, and obtaining a double effect through the lighting, one more realistic for the skin and the other one more "painted" (Fig.07).

1724_tid_Fig_07.jpg
Fig. 07


All the metallic items were mapped with mia_material x passes, and the leaves with a Lambert in addition to Incandescence. Everything was rendered using mental ray with Final Gather active and the use of IBL. Here is an example of the exit passes (Fig.08).

1724_tid_Fig_08.jpg
Fig.08

Finally, I finalized the background, building the central statue with ZBrush and the other, more technical, elements in Maya. The light comes from the left and the material is a SSS (Fig.09).

1724_tid_Fig_09.jpg
Fig. 09

I chose to use a slightly desaturated blue as the dominant color for the composition, to create the illusion that the Mistress of Dragons is inside a sort of temple, lost in her own thoughts of conquest and enchanted by her dark visions of submissive countries controlled by her dragons (Fig.10).

1724_tid_Fig_10.jpg
Fig. 10

To see more by Daniele Scerra, check out Digital Art Masters: Volume 9

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