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
Making Of 'Neo Renaissance Girl'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star none
(16 Votes)
| 113947 Views
| 6 Comments
| Comments 6
Date Added: 1st June 2011
Software used:
Keywords:
177_tid_image_12_Final_Neorenaissance_Girl.jpg

Introduction

Before I started working on this image I studied thousands of fashion photos to get the right pose and lighting for my character. I also looked at some Renaissance paintings to better understand the fashion of that era - this information was particularly important for the character's hat.

My original idea was to create a kind of vintage, classic, painterly portrait. I tried to apply a classic painterly effect to the whole image, to enhance the fine art feel, through the post-production work done in Photoshop; lighting adjustments, color correction, and the addition of some objects, such as the choker with a cross and the earrings.

I created the original character a while ago (Fig.01). I decided to use her again for this new concept, improving on the original by changing her clothing, hairstyle, and giving her a hat. The first version was too empty, too simple, but I saw something of God's light in it that I loved and wanted to take forwards into another project. I think it's her face and her sparkling eyes that made me want to keep the character and use it again.

As you can see from the final image I haven't used too many colors or different materials for her clothes - there were just four materials used to clothe her (not counting the jewelry).

177_tid_image_01_first_version.jpg
Fig. 01

Modeling

I'll start things off by giving you a detailed description about the head of the character. I created the whole head in a traditional way: using two reference photos for the front and side view of a female head, modeling only half the head (and body) and mirroring it across to the other side, attaching the two halves using the Join tool in Blender. I then divided the whole model - including the body - into different parts to unwrap for the UV map (Fig.02).


177_tid_image_02_head_wire.jpg
Fig. 02

I divided the whole model into face, limbs, torso, ears, top eyelashes, eye (bottom), nails, and lips. I used different materials for different body parts; the torso, limbs, and face were given the same materials with different textures - multiple materials on each object - and the lips were just another material, just like the eyelashes, the bottom of the eye, and the nails.

continued on next page >

 
1 | 2 | 3
Related Tutorials

Project Overview: The Girl with the Plastic Flower

by Martin Nikolov
published on 2013-06-11

Keywords: character, human, female, hat, flower,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (8)
Comments 0 Views 53662

Making Of 'Girl's Bust'

by Igor Catto
published on 2010-03-04

Keywords: sculpt, girl, bust, hat, hair,

Go to tutorial
rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 23770

How to Texture a Head Model in 3ds Max

by Mike Bauer
published on 2013-05-29

Keywords: head, modeling, texturing,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (14)
Comments 0 Views 43716

Character Design: ZBrush to Photoshop Part 2

by Serg Soul
published on 2013-05-16

Keywords: character, head, bust, zbrush,

Go to tutorial
rating star fullrating star fullrating star fullrating star nonerating star none (6)
Comments 0 Views 15815
Readers Comments (Newest on Top)
avatar
Row on Mon, 05 October 2015 3:45pm
Excellent work at the cloth and subject! Just a note: the bottom two rings sit too far out from the body. If they're supposed to be "corset like" and be cinched fairly tight, they need to sit closer to the body and/or be angled in more to provide more tension in the string. At the moment, they're just sitting out in space and while the bottom two strings LOOK taut, the physics just "aren't there" when matching w/ RL and the shadows they're giving.
avatar
Mahesh Kumar on Wed, 04 April 2012 4:14pm
WHERE IS THE TUTORIAL ? IS IT IMAGINARY ?
avatar
Reyko on Mon, 13 February 2012 10:25am
I'm not used with Blender, but u inspired me to learn it...
avatar
Err on Fri, 18 November 2011 9:04am
amazingable!
avatar
Max on Wed, 08 June 2011 3:36am
great job!! Blender rocks :)
avatar
Wherner Chumley on Tue, 07 June 2011 11:22am
great example of the fact that it is the artist that matters not the (cg) tools used.
Add Your Comment