Free 3d tutorials: from 3d tips & tricks to advanced 3D software tutorials in 4 seconds.

Barbarian Warrior

“Barbarian Warrior” by Silvia Fusetti
5: PREPARING PHOTOGRAPHIC SKIN BASE
In this step the approach is very intuitive; we have to identify most useful image parts, trying out them by juxtaposing side by side and, when they are chosen, start to integrate the pieces between them, with a technical similar to matte painting. At the end of this process we have a face with photorealistic skin. Usually, to adapt photo pieces to the 3d poser base perspective, I use a very useful tool named “warp”. You can find it in photoshop since C2 version in levels transformations menu. It’s a deforming grid manageable by “handles”(like Bezier curves) or directly by modifying the shape of segments compounding the grid by picking over and dragging.

6: PAINTING EYES AND SKIN DETAILS
When photographic base is done, it begins the painting stage. I started from the eyes because this was the part I was more worried about. They had to be a lot more realistic and expressive than those from 3d poser model. Thereby, whit patience and care, I added details, reflections, shadows, blurriness, till I became satisfied. For this kind of work I mainly use these instruments: brush tool, eye picker tool, smudge tool, blur tool, burn tool, dodge tool. I used this tools also to paint the scar under left eye.

7: THE HELM WITH XSI
In this illustration the helm is a very important part. It fills all the image higher part and is the only element who describes the historical age we are treating. Therefore I knew it had to be fancy in details and in material look. It had to be perfectly integrate with the whole image and had to have a correct perspective. I decided to make it with softimage xsi because I was sure I could achieve all these goals in a better and faster way than with the use of a 2d technique. After the creation of the polygon mesh model we have to fix camera matching by using, as perspective reference, our “w.i.p.” illustration in rotoscope mode ( camera rotoscopy section ) Afterwards we’ll work on helm final look by fixing scene lights, environment reflections, material glossiness, textures, ambient occlusion (dirtmap) and bumpmap generator.

Pages: 1 2 3 4 5

One comment

  1. Hi, i think that i noticed you visited my blog thus i came to go back the want?.I’m trying to in finding things to enhance my web site!I guess its ok to use some of your concepts!!

Leave a Reply