This is my latest project. It was kind of inspired by an image I saw, where a anime style 2D character was drawn into a photograph. So I decided I wanted to do a self portrait … but with both the Environment as well as the character being 3D.
Except for the Screenshot I used for my monitor and the wireframe, I used Cycles andand 2.79 to create this scene.
Some intresting tricks I used:
- I used a bit of procedural generarion with remesh and displacement modifiers and particle systems to create the brick walls and wooden Support Pillars
- I learned, that you don’t actually want to use the bump node for bump texturing. You’ll get way better results using displlacement node, displacement output and selecting the “Bump only” Option in your Material for some reason.
- want to make foam? Use a colored Voronoi Cell Nose as Normalmap, and crank down the strength. It does not work for macros, but if you’re not tooo close, it gives oyu a nice foam like look.
- If you’re trying to do something fotorealistic, use raw photo editing softwares such as rawtherapee, darktable or lightroom for post processing
- If you want to do something stilized, it does not always have to make sence. sometimes having visual elements, that look kind of not fitting can make something look more hand drawn, since … humans aren’t perfect and 2D-Art dooes not always has to make sence.
- if you’re using screenshots, do a little bit of brighness/contrast adjustments so it looks more like how screens appear on camera.
- use HDR Textures for walls hidden for the camera in indoor Scenes. It gives you way more realistic lighting while saving a lot of render time and detail and you can’t see it in camera anyway
- It can be a good idea to tint HDR textures, if you need another color for your scene.
Finally … here’s the modifier stack I used to create this digital-painting like look:
- Use Subdivision Surface and Displacement to mess up the normals of your model a bit. (a,b,c)
- Use the Decimate Modifier and Collaps-Option to break the Quad structure (d)
(if you skip this, the geometry in your next step will still have remains of your quad structure) (f)
- Use the Decimate Modifier and the Angle-Option to create bigger faces on flat areas. (e)
- Use smooth shading to make it more … smooth (g)
- Add some Bevels if you like (h)
For inspecting assets or just supporting me, feel free to have a look at artstation:
This Image is Licenced under Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.