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
Digital Art Masters: V7 - Sample Making Of 'Goblin'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(2 Votes)
| 89863 Views
| 1 Comments
| Comments 1
Date Added: 2nd August 2013
Software used:
Keywords:

Hair and Fur

As I wanted the hair and beard of my goblin to be greasy I decided to buy a Hair Farm plugin, which was ideal for my needs.

Lighting and Rendering

For the lighting I chose a standard three-point key light setup, which worked as the main light source. I also used a fill light from the side to add an additional light source. The back light was used to enhance the silhouette. The color of the light helped provide a real world illusion and set the overall mood of the picture. I used a blue key light, an orange fill light and a white back light. In this case I used an environmental HDRI map for reflections and a few black and white planes to enhance some of these (Fig.08).

1759_tid_robin_benes_fig08.jpg
Fig.08

Mental ray was used for the rendering (Fig.09a - b). I always use a linear workflow with Gamma 2.2. Due to the fact I wanted a large format print I utilized a high Anti-Aliasing setting and set Indirect Illumination to low. I also used an exposure control, which helped me effectively control the output. I always try to get a clean output directly from 3ds Max so I need only do a small amount of post-production. The picture was rendered into separate 16-bit TGA layers to keep the best possible quality. By having separate layers I was able to adjust everything easily.

1759_tid_robin_benes_fig09a.jpg
Fig.09a
1759_tid_robin_benes_fig09b.jpg
Fig.09b


Environment

I started to plan an environment that would work with the character. I decided to choose a lost wharf in a swamp-like area with a backdrop of foggy cliffs resembling those in Thailand. The foreground including the webs etc., were produced in 3D with the rest of the scene created in Photoshop similar to a matte painting. For the reference pictures I mainly used Fliker.com and Shutterstock.com.

Conclusion

In the end I was happy with the result. The purpose was to learn about new technology and techniques, and to test my abilities by going through the entire creative process, even those parts I don't really like.

1759_tid_robin_benes_final.jpg
This has certainly helped me to understand a few things, which I plan to use in the future.






< previous page

 
1 | 2 | 3
Related Tutorials

A 3D workflow

by Zhiji Zhang
published on 2015-11-20

Keywords: Zhiji Zhang, ZBrush, character, making of

rating star fullrating star fullrating star fullrating star fullrating star full (13)
Comments 1 Views 18783

Making Of 'Future Soldier'

by Adam Sacco
published on 2013-05-10

Keywords: character, soldier, futuristic,

rating star fullrating star fullrating star fullrating star fullrating star half (57)
Comments 4 Views 109215

Making Of 'The Beast'

by Jama Jurabaev
published on 2011-08-12

Keywords: character, creature, beast, digital, painting, photoshop,

rating star fullrating star fullrating star fullrating star fullrating star half (24)
Comments 10 Views 52382

Creating a digital illustration

by Gabo Romero (gaboleps)
published on 2015-11-23

Keywords: gaboleps, Photoshop, character, making of

rating star fullrating star fullrating star fullrating star fullrating star full (7)
Comments 1 Views 7634
Readers Comments (Newest on Top)
avatar
Milad on Mon, 05 August 2013 8:54pm
wow this is a really rich work...thanks for sharing,it was really worth it,i learned well from it...thanks again!
Add Your Comment..