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 'The Alchemist Room'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(4 Votes)
| 174568 Views
| 1 Comments
| Comments 1
Date Added: 9th December 2009
Software used:
Keywords:

Lighting & Rendering

To gain the raw render of the scene I used a Target camera (Lens 27мм, FOV 39 deg.),  along with a simple lighting setup: a Sky light, Target Spot light with ray traced shadows switched on, and an Omni light for some additional ambience lightening (Fig17 to 19).

377_tid_Fig17.jpg
Fig. 17
377_tid_Fig18.jpg
Fig. 18

377_tid_Fig19.jpg
Fig. 19

For the final rendering I used Mental Ray (with Final Gather switched on) with a base setup and output size in HDTV format 3200 x 1800 pixels (Fig20).

377_tid_Fig20.jpg
Fig. 20

Post-Production & Compositing

The resulting raw image of the scene was then ready to be used as a base for the final additional painting and compositing work (Fig21).

377_tid_Fig21.jpg
Fig. 21

Initially, I duplicated the layer with the rendered image and painted away all the visible seams and undesired artefacts left by the rendering process.  Then I adjusted the colour balance, brightness, contrast and saturation parameters (Fig22).

377_tid_Fig22.jpg
Fig. 22

The next step was to paint some additional details, such as some moss in the gaps between the floor and wall tiles, additional scratches on the columns, some wax leaks on the candles, and so on.

I then used different pieces of photographs on Overlay and Multiply modes (at different transparency levels) to add a more realistic and authentic look to the additional painted elements and to blend them in well with the rest of the scene.

I then spent some time adding some extra light and overshadows in the scene using some soft brushes in combination with Hard/Soft Light layers.  I also added some little dust fractions, especially near the window where the light beams have the highest intensity (Fig23).

377_tid_Fig23.jpg
Fig. 23

The final step was to further adjust the brightness, contrast and level properties of the image, and to add some noise and smart sharpen filters (Fig24). 

377_tid_Fig24.jpg
Fig. 24


377_tid_final.jpg
Final Image

The final result represents my personal vision of a fantasy-like, messy, but still cosy, alchemist vault.  I had a lot of fun whilst making this project and I hope it brings you pleasure viewing it.




< previous page

 
1 | 2 | 3
Related Tutorials

Unreal Engine Part 12: Using the matinee tool

by Rob Redman
published on 2016-04-14

Keywords: Unreal, Engine, Game, first person, level, map, trigger, audio, sound, cut scene, matinee

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 3539

Making of 'Breeze Of The Past'

by Mohamed Abuyhia
published on 2010-04-01

Keywords: room, walls, table, chairs, bike, books,

rating star fullrating star fullrating star fullrating star fullrating star full (13)
Comments 0 Views 84662

Making the scene - from modelling to the final rendering

by Adam Guzowski
published on 2010-03-24

Keywords: scene, wall, bird, leaf,

rating star fullrating star fullrating star fullrating star fullrating star half (2)
Comments 0 Views 57149

Making Of 'Backyard'

by Christian Waadt
published on 2009-12-09

Keywords: scene, bench, plant, grass, wall,

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 15061
Readers Comments (Newest on Top)
avatar
Xavi on Sat, 05 May 2012 12:52pm
Great tut. but without a video telling the little aspects imposible ti make.
Add Your Comment..