Making Of 'It Comes a Time of Death'.pdf

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    Sumrio

    Making Of 'It Comes a Time of Death' .............................................................................................................................. 1

    1. Surface ...................................................................................................................................................................... 5

    2. Grass .......................................................................................................................................................................... 5

    3. Small Tree on the right .............................................................................................................................................. 6

    3. King(cloth) ................................................................................................................................................................. 6

    4. Big Tree ..................................................................................................................................................................... 7

    Making the Background .............................................................................................................................................. 10

    Making Of 'It Comes a Time of Death'

    By Radoslav ZilinskySoftware used:3ds Max

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    Hi, my name is Radoslav Zilinsky and my Internet nickname is radoxist. In this article, I would like to present to you

    the process of making my picture "It comes a time of death".

    I'm going to tell you how I proceeded with the creation, modelling, texturing and composition. I will also pay a closer

    attention to some details which I find interesting.

    One of the most important things for me is, to have a good foundation, on which I can base my image. As an

    inspiration could serve a photo, nice picture or my own sketch. In this case, I was inspired by a small cover picture from

    one of the RUNELORDS series book.

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    So let's begin with the creation of the picture. My very first step

    during the creation was:

    1. Camera placement

    2. Modelling of basic composition(mass)

    3. Scene lightning.

    I find it very important to have this three steps at the beginning. It is

    something like making foundations for a scene. It is important, becauseeverything that follows, will be affected by lightning and camera placement. It

    basically means that from now on, I can model and design materials for exact

    camera view and lightning. At this phase, I don't care how the model looks

    when I'm rotating it in the viewport, but I put more emphasis on how it looks

    from my camera view. The same applies to material design. Now it's time to

    show you, how the picture looks in the first phase.

    As you can see, the mass and the

    objects are only roughly modelled, but they

    are good enough to set 80% of the final

    lighting. Basically, there are three lights in

    the scene - on the right side there is one

    small rectangular light with orange colour

    and higher intensity and another much

    bigger light with blue colour and lowerintensity on the left. The third sky dome

    light of red colour and lower intensity is

    oriented from right to left and its purpose is

    to add an extra colour variation to the

    picture. From now on, I will not move the

    camera at all.

    At this point, I would like to talk

    about the chosen renderer and the method

    of rendering.

    As for the rendering, I have used

    Vray renderer and as a method progressive

    path tracing (PPT), which was ideal for this

    picture. The reason for this is that in the

    scene there are many objects with Vray

    displacement, and this method handles

    them very good, especially in combination

    with object isolation (alt+Q). As a result,

    material testing was very fast.

    As an illustration, I rendered three

    pictures (tests). All of them were done in 4-

    5 minutes (and already in the first minute I

    could see most of the details), which is a very good result especially when talking about rocks and trees taking into

    consideration their detailed displacement. The rendering was with "Normal" Vray GI method (other than PPT), forexample IRR + light cache, would take much longer than PPT. Here are the above mentioned test pictures.

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    So now we have set the basics of the

    picture so from now on I will describe the

    phase in which I have started to substitute

    objects for final models. For the latter I have

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    unwrapped and made the materials right away. I have split everything nicely into layers - great thing, especially if you have

    a shortcut (I have shift+space), which helps you to open and close it.

    As for the material tests, in most of the cases I have used camera view as I have already mentioned before.

    Now lets talk about the individual objects in the scene.

    1. Surface

    Here I would like to tell you how I proceeded in the creation of the texture for the surface and show you this

    texture as well. The whole diffuse texture was done from 5 different textures such as grass, earth, leaves etc. I loaded

    them all into Photoshop and drew the whole texture mainly using the clone stamp, dodge and burn tools and with

    different type of brushes and adjustments. From this diffuse texture, I made the displacement texture by desaturating it

    and using the burn and dodge tools. I have also used different selections from the diffuse texture made with colour range

    and than it was adjusted with brightness/contrast.

    On the next picture you can see a little piece of this texture. The texture itself has 8000x8000pix resolution

    2. Grass

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    For this I recommend my tutorial at (http://www.3dtotal.com/team/Tutorials/grass_tut/grass_tut.php)

    There are only two

    differences. The first one

    is that I used two kinds of

    textures for grass.

    I put them together from

    Total Texture v10 cd. The

    second difference is, that

    it was not deleted withthe texture, but by hand

    which is because it

    wasn't such a large area

    and I wanted to have it in

    the exact position as I

    wished.

    3. Small Tree

    on the right

    Here I found an

    interesting way on

    placing the leaves on this

    tree (I want to thank

    bontakun, who helped

    me with this). The

    procedure is that you

    make one leaf and then

    place a point helper at

    the bottom of its stem

    and link it to the leaf.

    Finally make a particleflow exactly the way as it

    is on the next picture.

    You will see, that all the

    leaves will be placed on

    selected faces of "small

    tree on the right" and

    they will be

    perpendicular to them.

    3. King(cloth)

    At the beginning

    I made this cloth only

    with diffuse and bump

    map, but fortunately, my

    friend Marek Denko

    persuaded me to model

    the whole cloth for which

    I want to thank him.

    It's very important to

    have a good reference.

    One of my references isthe next picture.

    http://www.3dtotal.com/team/Tutorials/grass_tut/grass_tut.phphttp://www.3dtotal.com/team/Tutorials/grass_tut/grass_tut.phphttp://www.3dtotal.com/team/Tutorials/grass_tut/grass_tut.phphttp://www.3dtotal.com/team/Tutorials/grass_tut/grass_tut.php
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    4. Big Tree

    I wanted this main

    tree to be really nice, and

    therefore I have spent most of

    my time creating it. The first

    thing was that I took a pencil

    and drew the tree in a way I

    wanted it to look in the scene.

    Than I scanned the picture in,

    took it to Max, placed it on a

    plane object and then place it

    in the scene where I wanted

    the tree to be. This sketch

    worked as a blueprint for me -but not for the front and side

    view, but only for the camera

    view! Generally speaking, I

    modelled this tree, so that it

    looked like the tree on the

    sketch. During the modelling I

    used two viewports -

    perspective and camera view.

    While creating the

    texture, I had first spent a few

    hours searching for interesting

    shots and nice details of trees,which I could use for the

    texture. By doing this I found

    very nice textures, from which

    I chose the most beautiful one.

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    As you can see there are two kinds of moss and two kinds of bark. I find that getting a few references images

    makes the job of painting the texture so much easier. Here are the textures also with the unwrap.

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    Here I would like to tell you how I made the displacement map, which I wanted to add as a line structure to the

    tree. As it was quite difficult to draw it in the Photoshop, I did it the other way and I simply modelled it from a plane object

    with a high number of faces by using paint deformation in editable poly. I did it three times on three different planes with

    different brush sizes and strengths. You can see something similar on the next picture (image a).

    Further on, I transformed this model into a 2d displacement map. I did it by rendering a z-depth map from the top

    view to this object. So it became a map which I have then used to displace some parts of the tree. Here is the rendered z-

    depth map (image b).

    image a

    image b

    I made the long leaves with standard max hair and fur which was causing me a headache:) I had to redo them 4

    times until I was fully satisfied. The small leaves were done with the same method as the small tree on the right.

    When it was nearly finished, I rendered it out and connected it in Photoshop. This was just to check the composition again.

    After I checked it I decided, that it would be cool to have some darker bushes in the foreground to lead the viewer's eye

    into the scene. So I drew the shape directly on the picture in PS and then modelled the bushes from this. The last step was

    the creation of background and post production

    Making the Background

    I spent some time searching on the Internet for nice skies and mountains. The final background is a composition

    of 5 different pictures. There was then added, a volume light and colour correction in the post production and final picture

    was done:)

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