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Making of Sunset Oblivion

Giullermo Daniel Bianchi 2013-03-04 10:42 tutorial  > Making of  > misc

Hi! Before we begin, we want to thank Evermotion for the opportunity to show some of our work. We are going to show You in a few steps the process that we´ve used for the creation of this composition, called "Sunset oblivion".


Sunset_of_Oblivion.jpg

The software we used was 3ds Max 2011, V-Ray and Photoshop CS5.

Emotions

Oblivion of sunset tries to represent person that goes into an isolation state. Affecting either natural surroundings or artificial ones, creating a sloppy microclimate.

(CLICK ON ANY IMAGE TO SEE FULL RESOLUTION)

00.jpg

We begin from a plane and is edited as “Poly” ---->Paint deformation- Push/Pull. We generate a furrow along the plane for the stream of water.

01_6.jpg
Plane above the furrow to generate the stream.

02_6.jpg

Artificial object: a low polygon house with vegetation and foggy background.

03_7.jpg

We are going to generate the spotlight at one third of the image, in this case it is a fallen tree which is a support of main actor. We used Speedtree software to carve the tree. By pressing space bar and clicking mouse button we modeled main branch, in the same way we model secondary branches.



04_A.jpg

The same process is used to model the roots of the tree.

04_B.jpg

We add more roots. Select the main branch, right click of the mouse and we pick “Add Root Standard”.

05_A.jpg

We select the secondary branches and add sub-branches by pressing the right click of the mouse, “Add Branches Standard”.

Later on we are going to add “Strength” towards down with a force.

05_B.jpg

Once the shape is concluded, we´ve added texture, we will export it as .obj file later on.

06_A.jpg

We exported and put our model in the scene. We added a few ivy to the main branch structure and to the surface. With the script Advanced paint, we´ve painted a few rocks over the surface.

07.jpg

Now we are going to model the element which will lay on the front of the scene - a semi-sink branch.

We generate a cylinder, apply “Unwrap UVW” to export it and take it to Zbrush to prepare the final shape .

08.jpg
We convert the cylinder: “edit mesh” and export it as .obj . We import the cylinder to Zbrush.

09.jpg

We add a sub-divisions to the mesh and start to carve the cylinder until we get an irregular form.

09_A.jpg

Once we are happy with the shape, we reduce the divisions to one and create the normal map with the highlighted options.

09_B.jpg

We export the model to the normal map.

11.jpg

Water plants are made with editable planes distributed along the stream.

12.jpg

We are going to use multiscatter to fill the surface. One for the grass and the other for the other bushes.

13.jpg

The distribution of the multiscatter.

14.jpg

Lighting

Using the hemisphere we allocate the sky map with a vraylight material that will become the environment.

A vraysun is excluding the hemisphere to generate the sunset.

15.jpg

Vray Parameters

16.jpg

Materials

Water: With a stagnant Water map and tranparency, more green colour fog multiplier.

Main actor surface: Edge river map plus a slope in the réflex to smooth the contact with the water.

18.jpg

Final Image + alpha channel

20.jpg

Post-production

We replaced the sky and played with level curves, it gave a depth for our image.

23.jpg

We added background mountains and with a White brush we integrated it to the sky.

24.jpg

With alpha channel help we isolated the render and with corrections to the levels we matched it with background image.

25.jpg

We insert the main character into the scene, played with levels again and we add a fire next to the character.

26.jpg

With a foam map and screen mode in the layer we are going to round the branches to integrate them with the stream.

27_1.jpg

We increased contrast with level curves and with the help of masks we made zones of interest.

28.jpg

At the end we added glow and contrast (using masks).

29.jpg

We hope you liked this tutorial. Grettings and until the next time :)

Office: Lighthouse-3d, web: www.lighthouse-3d.com

email: guillermo@lighthouse-3d.com Cordoba-Argentina





Author: Giullermo Daniel Bianchi Editor: dr_After
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