Table of contents
- Introduction
- The artistic interpretation
- VisuAlizée [show all]
- LiberAlizée [show all]
- The diptych progress
- Show all project images
LiberAlizée: technical details
The work on the right side of the image was started even before completely finishing the left side. I've decided to work this way just to allow myself to meditate more on how to finish the rose-angel, as I wasn't content with it at that time.
This was my first dark-blooded image. Despite this, it was fun doing it mostly, because I bought my new PC to work on this project.
The building
Modelling it was quite simple.
I only had to be inspired by the references. It consists entirely
of 3D cubes, nothing else. The good thing about it is just the
texturing, as it's all based on shaders and nothing else. For
drama, I added some dust planes which are bitmap textures. Further
more, I used booleans to make cracks and dents.
The hand
Box modelling and more serious
sculpting. The texture is all shaders, except the blood which I
painted manually with Bodypaint. The fun thing was... rigging it.
As I was getting more advanced, I finally decided to learn some
basics in rigging to help pose my 3D objects. This is my first
rigged object.
The dolls
Box modelling, rigging and cloth
dynamics. For the first time I combined dynamics with rigging.
Pretty fun. I've even used hair. The cloth textures were manually
painted in 3D.
The shoe
I took it from part one. I wrecked it by sculpting details. The texture is entirely shaders.
Ground zero
Maybe the hardest thing was to generate the cracks in the ground and to distribute the debris. I ended up manually placing deformed small cubes and using SPD for the cracks in the ground. I also managed to add dust.
As you may have noticed, I have a thing for shader based textures, thus the ground is textured in this way too. The not so obvious thing is that I added bump maps for it. The bump map strengh had to be high to be visible due to the lack of a high contrast illumination. This is not a bad thing in itself, but when I enabled the reflection, it was all distorted. I didn't want to drop the bump map, so I found a solution: add a new plane with a glass like material. This has dramatically increased the render time. Don't do it at home. :)
The lighting in the scene doesn't use G.I. I've done my best at the given time to fake it.
The other objects were done in the usual mode: box modelling. Nothing special.
Scene statistics:
- Objects: 2 946
- Polygons: 729 636
- Materials: 128
- Lights: 73
- Project size: 3Gb
Technologies and techniques used:
- SubPolygonal Displacement
- Ambient occlusion
- SubSurface Scattering
- Hair
- Volumetrics
- Box modelling
- 3D Sculpting
- Rigging
- Cloth Dynamics
Render times (on the Core 2 Duo E6700, 2Gb RAM): 45 hours and 36 minutes. I've rendered in a different pass the Ambient Occlusion map, which took 8 hours. The resolution for these renders is: 2756x3528 pixels.
Post processing the second part was done in a very similar way to part one. Thus, depth maps and masks were rendered for this.
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