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Making of 'Alice in Wonderland'

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Date Added: 12th May 2014
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Yuo Tengara gives us a rundown of the lighting and texturing techniques behind her beautiful image 'Alice in Wonderland'


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Alice in Wonderland is based on Julia Sarda's illustration from her Alice in Wonderland series. I decided to recreate her beautiful illustration in 3D, because it was different from the style I normally work with and I felt it would be a nice challenge.

Blocking in the scene

In order to make the scene appear as flat as possible, I set the focal length of my camera to 100. I used ZBrush's ZSphere to create the base geo for the characters and imported the mesh into Maya to adjust the scale. This was to get a better idea of the scale for each object and the depth of the scene.

Once the scales of the characters were finalized, I started blocking in the environment in Maya. I began by using primitive shapes and nudging the vertices to match the placement. The geo for the grass was added later and I used the spPaint tool to place it on the ground plane.

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Showing the progress of the modeling



Sculpting in ZBrush

For the characters, I used ZBrush to add a bit more detail but kept the sculpt fairly simple to avoid it becoming realistic looking. ZBrush has a nice option where you can adjust the opacity of the UI (located top-right, labeled ?See-through'). I had the concept open in the background and lowered the Opacity of the UI, then positioned the model to match the concept as best I could.

I also played around with the angle of view in ZBrush to match the focal length in Maya's camera. I used the value written here as a starting point. The rest was just nudging the model around to match the look and the volume of the characters in the concept.

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Using the Move, Dam Standard, and Standard brush to sculpt


Retopo and UV

After sculpting a bit in ZBrush, I decided to retopo to make it easier to unwrap the UVs. It wasn't necessary to do so because these characters weren't going to be animated but I just did it to get into a good habit.

I usually use NEX for retopoing but I used the ZRemesher option in ZBrush to speed up the process. For UVing, I mostly use Maya, but sometimes I use Headus if I can't get a good result. I try to put anything that might share the same quality of material onto one map so I can use the same shader.

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The UVs of Alice: the skin, hair, clothes and skirt




continued on next page >

 
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Readers Comments (Newest on Top)
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Rajni Setia on Thu, 05 June 2014 8:11am
Very useful tutorial, we have featured it here : http://theneodesign.com/best-photoshop-tutorials-may-2014/
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