![]() The initial designs were a bit to “Sci-Fi Fantasy” and not enough “grounded NASA” look which was the goal combined with a bit of “2001 Space Odyssey.”Ģ. Initial brief asked for an malfunctioning escape pod that the player would be finding repair parts for in order to get back to earth. Removing the lights in the background, toning down the color and improving the accuracy of the reflection all with the intention of making the image FEEL more scary, ominous and realistic.ġ. For the very final version some last minute changes were made. In addition we play around with possible lighting scenarios and try to blend everything together to create a more homogenous image.ĥ. During this phase (Photoshop) we apply textures over the original mesh from phase 2, and start detailing all the elements to get to a close to photo finish feel. In this stage the image is about 85-90 percent done and it is usually around the phase when we turn it in for review and feedback. With Vue it’s easy to create vegetation masks and lighting situations, which can save us time later on during the Photoshop phase.Ĥ. For this particular image we decided to use Vue as part of the process to create some simple vegetation. We looked for lighting effects on the water, ripple effects, anatomical references, and possible setting cues from similar old films within the same genre.Ģ. After some research is done we make a quick mock up in 3D using Daz for the initial pose, and Modo for basic meshes, materials and lighting.ģ. In this case there was more than enough material on the subject. This particular image is supposed to convey a ominous atmosphere, in which the young lady is caught alone, is vulnerable, and senses that something is not right. Before we actually start creating something we do a good amount of research so we have some kind of battle plan to get the image started. This brief asked for a slightly risqué image of a young lady going for a midnight skinny dip swim at a camping site reminiscent of the classical 1980s cabin horror films. This kind of light knowledge can ONLY come from careful seeing of the natural world / outdoor plein air painting.ġ. The artist knows that the light in the photo is slightly blown out and that if one were actually in that spot the sun lit rocks would not be so white and washed out color wise. One more thing to notice is how the lighting in the concept does NOT really match the photo and that is partly because the artist has decided the light NOT based on the photo but rather what they know from outdoor painting. The important part of working off a great photo base is not being a slave to the photo.Ĥ. ![]() Lastly recreating the image using what can be taken from the original photo and re-applying it to the new ART BRAIN DECIDED composition. This is helped by using “cutout” filters in photoshop and making the image black and white to help encourage ones own design sense from being hindered by the finality of the photo.ģ. Next is remembering NOT to be a slave to the photo but letting your art brain make compositional decisions. The first step towards an awesome concept, CHEATING! Finding the photograph with the right camera and feel can sometimes get you 80% of the way there before you even really beginĢ.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |