You know, I could never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never never ever do something like this right now! :yes: Great job!
@mik1190 and BlackRainbow: eep! Didn’t think anyone would notice the blur discrepancy between the 3d and 2d elements!
From start to finish, this project took several months…but there was a lot of down-time in between. In terms of hours spent, I don’t know. Maybe 100-200? It’s hard to say
Here’s a quick run-down of how this project came together
I started off with an extremely basic model to sculpt from (just a cube with a few loop cuts and extrusions). Then I used dyntopo to sculpt the basic shape. At this stage, I don’t really pay attention to details at all - I just try to make sure the silhouette looks right from all angles. Once I had all the basic shapes down, I did some retopo:
After that was done, I could get on to the fun part of sculpting! I tried using a textured brush at first, but I liked the look of the hand-sculpted scales better. It was pretty time consuming, but still easy and enjoyable.
had to zoom out for it all to fit in one screenshot. It looks more complex than it really is though
The top blue frame is essentially this node setup with a few extra nodes to make tweaking a little easier
The next three frames were for volumetrics.
-The red frame was an image texture combined with a voroni texture, just to get some variations
-The teal frame adds a vertical gradient, so it’s most dense near the bottom, and clear near the top
-The orange frame is just a procedural clouds texture for adding little specks
The green frame at the bottom is just for surface displacement
To get the glow, I ended up doing 2 things. First I rendered out a pass with the Emit node hooked up to the volumetrics. It looked really cool and rendered out surprisingly quickly. It didn’t really cast any light on the turtle shell gravel though, so I wrote a script to add a lamp inside every crystal. This render pass did what I wanted, but it was super noisy - so I used blender’s Despeckle node and combined it with the first pass in photoshop.
Of course, rendering (and even navigating the viewport) with 1.5m particles was insanely slow. So I made a smaller particle system that let me work on the shader quickly
After I got all this rendered out (which took about 17 hours @ 2k samples), I moved on to photoshop. Most of the work here was just trying to combine a bunch of images to get the shore, ocean, clouds, and sky looking right. I made an effort to never apply any changes directly (to avoid messing up anything permanently), so I ended up with something like 50 layers