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Part 2

"About the burden we humans have to carry ...”

Click any pictures to enlarge - Hit 'X' or Close to close the view

I do all my texturing work using my digital camera and scanner. It’s fun to search for material for scanning or take a trip and take photos of interesting places. Also, you get the opportunity to work with completely unique textures. Luckily, I found a single pillowcase with many patterns on it (like a patchwork); this gave me enough material for the textures of the clothes.

One of the scans of the pillowcaseDrapery in ZBrush

The hair was done using Cinema 4D “Hair”-Module. It plays well with fryrender because you can instantly turn on “Generate” and have your hair as polygons. To work on the scene, turn off “Generate” and you will have your guides again. To generate hair polygons, I used the “Flat”-Option, which generates polygon strands with a (like the name suggests) flat profile, except the dreadlocks of the girl on the left (she’s my favorite character here). These were done with the “Square”-Option, which generates strands with a square-profile. If smoothed, you get lovely thick dreadlocks.


Hair, guides and geometryHere are more meshes

Finally, I modeled and attached all the symbols randomly over the satchels. I exaggerated the size to lead the viewers’ interest.

Then, I moved to the background. I created a view into a city comprised of an abandoned playground and buildings. These objects were modeled using primitives and simple “Nurbs”-Objects. For the mapping, I used mostly simple flat, box or cylinder mapping.

For the textures, I took a trip to an abandoned industrial area and took two GBytes of raw photo-material of dirty and worn concrete, metal and stone.

Hair, guides and geometry


Instead of using displacement, I used the PaintOnSurface plug in for C4D. It allows the user to paint or spray objects onto surfaces. I made some tiny rocks and stones, and sprayed them over the surface. The trees and bushes were done with DPit Plants, which is another great plug in. The final step was to bring everything together. I completed several tests with different camera positions, different arrangements of the playground area and the children.

Hair, guides and geometryHair, guides and geometry

My approach is to do everything in my 3D-App. For example, I do not render different passes and compose them together in a 2D-App nor do I paint in 2D over my image. The post work for this image consists of adding some grain and chromatic aberrations. The finished scene contained more than 6 million triangles and 70 bitmaps in 90 materials.

I hope you liked my Making Of.

If you have any further questions, you can


Links

John Strieder Portfolio in CG Gallery

John Strieder's Website