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Liberalizee technical details

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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

LiberAlizée - wip03 [18 November 2006, 18:30] 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

Hand - wip 01 [24 November 2006, 21:38] 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

Doll close up [19 February 2007, 21:37] 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

The shoe and the hand [5 December 2006, 21:16]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:

LiberAlizée - the wireframe [28 August 2007, 15:12]

Technologies and techniques used:

LiberAlizée - the wireframe [28 August 2007, 14:42]

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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