Fig.03
After
that, I turned off the symmetry to put the character in the pose and
go one step further with the modeling, adding more details and fixing
proportions ( Fig.04). Whenever I dress a character, I
prefer to start from a naked base, in order to build everything on top
as it is in real life.
For the accessories, I built some simple meshes too. I just did something close to the form (Fig.05).
While for other objects, such as
the lightsaber and the pedestal, I did all the modeling in XSI (Fig.06). |
Now that the modeling was finished, I had everything ready for rendering (Fig.07).
You’ll notice that the eyebrows were also geometry, because in this
case it would work better for printing. Additional attention to the
face was necessary, so that I could make it very sensual and feminine (Fig.08). |
For rendering I decided to use VRay, so I imported a relatively dense mesh to 3ds Max (Fig.09),
so that I had no need to use displacement maps. I used only normal
maps in some parts. For the UVs of her clothes I used UV Layout,
because I wanted to apply textures. For the body and in some other
parts, I used ZBrush’s own UVs. In this situation, both ways worked
very well (Fig.10). |
All materials
were very simple VrayMaterials, just playing with different values of
glossiness and reflection. For the body it was no different; just a
color map and a reflection with a 0.6 glossiness (Fig.11). All of this was because I wanted a toy-like look for the material and the render. |
When choosing
lighting, it’s important to start by deciding what feeling you want
the image to convey. Trying to light randomly becomes much more
difficult and time consuming. After searching for photographic
references, I decided to go for a studio look with strong backlights. I
used four VrayLights with different sizes, intensities, colors and
positions (Fig.12). For intensity and color it really is trial and error, but always remember to keep looking for the visual you´ve chosen. |
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Fig.12
It was my
choice not to do different passes (though it is advisable in most
cases), and the image right off the render was pretty much what I
expected for the final look (Fig.13). After playing with saturation, contrast, color and composition, I had the final image that I wanted (Fig.14).
I hope you enjoyed this tutorial
as much as I enjoyed doing the work. If you have any questions, do not
hesitate to ask me! |
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