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Boots:
Texturing for the boots was done entirely with the polypaint technique in ZBrush, without using any base textures. You can see the material in Fig.09.

296_tid_fig_09.jpg
Fig. 09

Here I will show you - in images - how I textured the parts of the scenery:

Wooden boards for the deck & railings:
The material can be seen in Fig.10.

The composition of the textures for the material maps can be seen in Fig.10a.

296_tid_fig_10.jpg
Fig. 10

296_tid_fig_10a.jpg
Fig. 10a

Rope Ladders & Ropes:
A "tileable" texture of rope was created from a 3D rope model render and modified in Photoshop. The material can be seen in Fig.11.

296_tid_fig_11.jpg
Fig. 11

Metal Rings:
A procedural material was created for black metal. The material can be seen in Fig.12.

296_tid_fig_12.jpg
Fig. 12

The blue cloudy sky with stars, which was used as an environment map and rendered background, was painted in Photoshop (Fig.13).

296_tid_fig_13.jpg
Fig. 13


Render & Post Production

The scene was rendered with the Mental Ray renderer and a basic illumination system (not realistic) which highlights the figure of the character without taking away the importance of the scenery. Basically, I used different lights in order to fill the scene, such as area lights, a key light, some extra lights to control the reflection of some objects, such as the eyes, and an HDRI environment system.

This was a personal work, so I didn't separate the background scenery and all the different render elements for post-production. Moreover, I made an Ambient Occlusion pass (AO) and ZDepth (DOF) for the depth of field effect. I adjusted the post-production directly in the final image and used layers of AO, DOF, colour correction, levels adjustments, glows drawn in the metals areas, and reflected light (Fig.14).

296_tid_fig_14-(final).jpg
Fig. 14 - Final Image

I hope you have enjoyed this article.




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