Main Tools:
Blender, Krita, Photoshop
Add-ons:
MB-lab
Third-party assets:
megascans textures, no models
Description:
Story: Master takes adept to the sourcebook hidden in the chamber-cave.
Concept: I had few ideas for the challenge, finally I have decided on the stone cave and I made 2 versions. One was more natural and freeform while the second was much more geometrical and manmade. The final result is a mix of both. Also, almost from the very beginning, I wanted to go with cold/warm colour scheme.
Technical: Recently I’ve seen a great tutorial how to do procedural stones in the Octane render engine and I wanted to try this technic but when I had most elements modelled and tried to test my procedural stone blender become very unstable. In that situation, I decided to go back to texture-based workflow and Cycles engine. Finally, I have used Blender 2.90.1 and rendered with Cycles, Krita for the concept, and Photoshop for final touches (colour and fog).
Workflow: I have blacked out the scene with primitive shapes and then done some quick sculpts. I’ve adjusted the composition while I was doing more precise sculpts. People are from MBlab addon with clothes made using cloth simulation and sculpting. Next, I started adding materials and adjusting the lights. Some postprocessing I made directly in the blender and final touches in photoshop.
Extra: can you spot any animals (not the totems)?
Artwork made for CGBoost challenge
Final
Clay