13/01/2015

Final Render and its assembly.


This is the final render that i worked on for the "Long Neck" creature, it is my first attempt at putting together renders in photoshop and i learned a lot about how to make my renders look better and more proffesional. I am very happy with how it turned out and i think that the process of making it has helped me not only to understand the process but see where i can go next with my project.

After assembling the render together i am looking forward to doing it again but perhaps assembling it into a painting , or compositing into an existing image.


This was a depth pass, for using effects like focal shift.






A variety of different lighting angles, they were all combined on top of one another in photoshop using screen to add different intensities of light from all the directions but also ensure the ending result wasn't too washed out.



On the left is a material pass, used as a masking layer in photoshop, it allows me to easily select different aspects of the final render. For instance i wanted the eyes to be brighter in the final image so i selected them separately using the green eye mask and bringing up the light in just those areas.

The image on the right is a reflective map, used to pick up the skin and pore detail, to make the skin seem more alive.








These are rim lights, used to make the model pop from the background, all of them were used in different intensities in the final image.






These are shadow maps, used like the light maps, but used in multiply mode as it is better for dark shadows.









After adding a soft glow into the background just to make it a bit more appealing i adjusted the colour balance and contrast of the image to see what effects i liked more.

In the end i settled on a warmer yellow tone to tie in slightly with the tribal theme.

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