I finally had a chance to finish the Stage Hands image and update it’s website. Here’s the final, final …final version (you know wut i mean)
here’s an AO pass
i decided to remove alot of post-pro from the final render, so it looks a little cleaner.
the geometry is decimated for realtime viewport usage. of course this is not intended to be animated (well not in this version anyway).
and for the final render i link the decimated geometry to the high res sculpts, with a shrinkwrap and multires modifier to subdivide the low res models at rendertime. i find using normal maps don’t produce the kind of quality that i like, and this method is more intensive but still not anywhere as serious as using a high res model in the viewport, plus there’s the added bonus of being able to control how much subdividing occurs with multires.
in an experiment i did here which demonstrates comparing the render time of the above noted method with rendering using normals vs rendering high res geometry and the render times were surprisingly not as high as expected for example rendering with shrinkwrap method was about 5 mins (and better quality than normal map method which was only ~1 minutes quicker) compared to the same rendering with high res sculpt being 30 mins (all blender internal).
here are some close up WIPs
see next post
the curtains are a cloth simulation, that is then collapsed to standard geometry so that they can be further sculpted.
the smoke is a composite of multiple frames from a simulation, this is so that i could add different colors to the smoke without having to isolate areas with random selections (if u know wut i mean?)
here’s wut the smoke sim looks like
and of course all the assets are available CC0 from here
hope u like it