Making Of Instantaneous Eternal

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  February 25th 2008.
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Texturing:

We used dirt maps from 3DTotal Textures: Vol.3 to finish the texturing stage. There were 72 pieced textures which had over 3000×3000 DPI, in total.

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Now,this`s the armour for the knight. First of all, we made a few chains. We rendered the Z channel using a camera from a vertical angle, then baked a displacement map with this Z channel into Maxwell.

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Maxwell Rendering:

This was our first time using the Maxwell renderer. Its powerful rendering ability impressed us profoundly. Maxwell gave us all of the things that we needed!

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Next, we set the physical sky and time. Then came the final rendering…

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Final Render!17.jpg

Matte Painting:

We sought for reference materials.

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Then, put the images together and unified the colours, adding in the shadows and highlights.

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At last, we modified the colours and details. Then the work was finished!

BTW, In Photoshop, we suggest using a 16bit/channel instead of 8 bit/channel if many adjustment layers are added, so as not to lose colour details.

This was the process that we used for this work. Thanks for reading

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