1. Join Date
    Dec 2016
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    7
    #1

    Secret Garden Challenge 2016 - Alessandro Prandolini

    Hello!

    I decided to participate to this challenge a month ago, and finally I came out with a solid idea

    I started searching for inspiration online trying to find something original but I had no luck, finally some days ago while I was playing with Fallout 4 I found and idea!

    For me a secret garden is a hidden place, populated only by animals and vegetation. So why not to set the scene in a post-apocalyptic world where only few humans live and "secret gardens" can be found basically everywhere?

    In a few days I'll start to post some WIP images, hope you like the idea and good luck to everyone!
  2. Join Date
    Dec 2016
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    #2

    These are some of the images I used for inspiration

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  3. Join Date
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    7
    #3

    I usually start every project, after some base modeling of the scene, setting up the light. In this case I just used an HDRI to light the entire scene, as I wanted soft shadows due to the hazy, cloudy sky.
    Here are the settings of the light:

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    #4

    After that I started modeling the scene.
    I started to modeling the buildings and after that I started adding details, here are some steps of the process:

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    For the final scene I used different models. some of them are from Evermotion (the cars and the dog), for the grass and trees I used forest pack and some models I collected during the years

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    I also used some models from Megascans

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    The amazing model of the bear is a kind gift from Massimo Righi http://massimorighi.com/

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    For the ivy I used Guruware's Ivy Generator and I tweaked the basic textures, the other models were made by me using a basic polygon modeling process
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    Dec 2016
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    #5

    For the textures I tweaked the ones of the trees and the grass in order to be able to control them better and add variety with forest pack (using forest color).
    The two most interesting materials are the bricks and the one of the street.
    For the bricks I started using substance designer for the "base" textures and then I added details using b&w bitmaps and 3ds max's procedural maps for diffuse, reflection and bump

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    For the street I started unwrapping the model and then in Photoshop I painted the details (I used as base some texture from CG textures), after that I used again some maps to give variety and detail

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    7
    #6

    Here is the raw render before post production

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    Then in Photoshop I tweaked colors, contrast, fixed some small problems in the scene and in general I added more life to the scene

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    And here it is a comparison between raw render and final image

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  7. Join Date
    Dec 2016
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    7
    #7

    Final Entry

    Finally here is my final entry:

    Post Apocalyptic Garden

    I really enjoyed participating in this competition, also because the theme was a bit different from usual subjects! Thank you Evermotion!
    Thank you all and good luck!
    Attached Thumbnails
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