Fig.05
(Fig06) Thanks to
Unwrap (which is made to manage the sculpting programme), I changed to a
photo editing programme to paint the textures that I needed, at the
same time always being in Multiplyto correctly follow the shape of the
model which had been developed.
Useful textures
are: “diffuse”, “specular”, “bump” and the one obtained from the
sculpting of the “displacement”. The diffuse is the level that is going
to draw the skin of the character; the specular is useful to define the
points in which the shader of the model will reflect more or less,
based on a grey scale – even if one uses sometimes a lightly
blue-tinted gradation to give a major reflection effect. The “bump” is
the map which forms, always with a W/B scale, a little roughness on the
shader, which was very useful in order to me to give the impression of
an aged skin.
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The shader of the
skin was realised by trying to maintain certain features, like the
dryness of the mummy’s skin, but also the funny and cartoon-like
appearance that I wanted him to possess. I therefore tried to maintain
a high level of SSS (subsurface scattering) to take away the
seriousness of the character and to give him at the same time a certain
solidness.
I had to make a lot
of trials before being satisfied with the result. The real challenge
was being able to give it solidness without creating horror-like
details. The secret was rendering it translucent, just like the
cartoons, and adding very many specular and light strokes to let certain areas emerge.
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(Fig07) With
the model finished and textured, I made a series of morphs, cloning the
main mesh and giving each clone a different detail, such as closed eyes
or a smiling mouth. All of these features give “life” to the mummy! |
(Fig08 - 09) In the
first image I created a classical situation in a pyramid, but with a
less dark and friendlier light coming in from the right; a direct
yellow light played with the classical feature and the less lit area
was blue. Of course, I also tried to give the entire scene an orange
tone in order to communicate some cheerfulness through the situation.
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(Fig10) In the
second image I wanted to create another “impossible” situation! I
wanted to show an embarrassed mummy in the bathroom as if being spied
on by a person at the door, which is why I used a wide-angle framed
shot.
Fortunately, the
rig managed very well, even in this scene in which the model tends to
have problems, above all with the pelvis and legs. I think it is very
important to try to avoid symmetry. The eyes have to be able to roam
around the scene, always finding new things (like the crooked feet or
his bent back).
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(Fig11) I put
some planks in front of the light coming into the bathroom as I wanted
to break the light up to create a shadowed effect, in order to create a
more interesting composition. I also added a blue light, with decay
activated, to light up just a point and not the entire area (which was
very difficult!). I then added more brightness close to the observer,
just to create a snapshot-type effect. |
I prefer an
environment to be rich in details, instead of classical, clean 3D
interiors. I looked for references for bathrooms and tiles. As I found
the right ones, I chose to model them rather than use a simple bump or
displacement map, in order to have better control of the reflections.
Also, in this case,
I wanted to take a tile away or dirty another one with various
textures, so as not to have symmetry (as explained before). I later
added some water, just to have more reflections and strokes of light.
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(Fig12 - 17) I did
the render in many steps. We could structure them in this way: beauty
pass of the environment, beauty pass of the mummy, ambient occlusion,
specular, Z-depth (to simulate the depth of field), and then many steps
to stress or to decrease reflections and strokes of light. The ambient
occlusion was very useful in the environment and is vital to the
characters because it stresses the model and creates all the little
shadowed areas which would get lost in the main context. I used a 2000 x
1600 resolution but, thanks to the various phases, every step was
shorter than 5 minutes to render.
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(Fig18) After all
the rendering came the time to start compositing it with photo editing
programmes, such as Photoshop, unifying all the levels and weighing
them out as you like. The ambient occlusion had to be rendered in
Multiply, and I kept it to a percentage of 60 % so as not to weigh the
shadows down too much. I then duplicated the beauty pass and inserted it
blurred in Screen mode, distressing it a little to light up some areas
up in order to give a “burned film” effect.
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The compositing can change an image very deeply, and it’s up to every single person to use it in the best possible way!
And now: let’s
finish the image off in Photoshop, trying to fix the problems and
stressing those parts that we are most interested in.
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