This was made using the stock “Hank” character from the BSoD character animation tutorials by Ryan Dale. Hank also appears in the upcoming Essential Blender book. Final published image is black and white, so the colors are kind of superfluous and the lack of colors in certain objects isn’t a problem. I know there are some deficiencies, but I only had a couple of hours to give to it…
I have bad luck with softbodies. The blanket is a grid mesh 10x10. I used the sculpt tools to make it cover the body properly, then added a multires level and added the wrinkles and ruffles.
Lol, makes me think of those alien abduction stories. Eerie lighting as well and fitting for a comical render, though I would’ve made the hallway a bit darker.
I like this allot! Every thing!
But i think the main quality of this illustration comes from the camera position. That position gives the expression of the scene.
Lighting: Very big area lamp above the operating table, set to 8 for ray shadow samples, with dither. Simple spots highlighting the walls. AO set to 10, with energy at .3 or so. An area lamp in the hall. Regular lamps with a blue color and Ray shadows and sphere falloff were set at each end of each exposed bone.
The materials on the Hanks are the base materials, but with the Ramps disabled and two different “spotty” textures added.
For the effect on the exposed bones, that was the compositor. A duplicate of the bones was made on a separate layer and given a Wire material. That layer was rendered in a separate Render Layer and glowed/blurred in the compositor.
Maybe the reason for the “cleanliness” is that I rendered at 1760x2250 resolution for print, then heavily down-sampled for the image posted here. I also have a standard battery of post I do in Photoshop (add color noise @ 1%, then blur at .6%, then sharpen once or twice – it’s an attempt to simulate what happens when you shoot a pic with a digital camera.)
Thanks for the compliments – I was really happy with how it turned out too.