Features | |
![]() |
Crash and Burn |
![]() |
Spot Focus : Good Stuff |
![]() |
Percy jackson and the Olympians |
![]() |
Making Of Long Journey |
![]() |
The Making Of Salty |
News Headlines | |
![]() |
Baby Data |
![]() |
Brickyard VFX for Toyota Nascar |
![]() |
IT'S ART Archive |
![]() |
This Shall Pass Too |
![]() |
CG Gallery Awards - Febuary 2010 |
![]() |
The Making Of unleashed |
The making of “Still life with black pepper”
by Daniil Alikov
Click on any picture to enlarge.
The
idea for “Still life with black pepper” came about after
an idea my wife, Sofia, and I had to create a picture
with a lot of different textures and materials. I wanted
to pose the super-task myself. As such, only the most
difficult-to-make and most interesting objects were
chosen. After viewing a ton of professional still life photos, I collected
a number of reference images and began working. I started by modeling
single objects before I finished the composition and sketch. This method
meant models were created and edited throughout the evolution of this
piece thereby skipping detailed overview of modeling stage.
My wife Sofia painted a quick sketch with composition, light and color
of the still life

After
the idea was generated and the sketch created, it was necessary to fine-tune
some technical issues. I placed objects in different places and started
setting up the lights. I created three classical light sources—Key,
Rim and Fill—and I turned on
the Final Gather.
The
illumination stage was used throughout to the final render, via shading
and texturing stages. Additional light sources were created to darken
or lighten aspects of the scene as appropriate.
I then started with shading. I decided to use only
one mental ray material in this scene—mia_material. It is a
really cool shader suitable for almost any kind of
surface material. Because there were many objects with different materials,
the lighting and shading had to be combined correctly in order to
look realistic. As such, I applied and tweaked materials and textures
throughout this stage including many test renders to make sure everything
looked right. Textures and shading were edited throughout the entire
process until final render. Here are the settings of the more interesting
materials.
It was necessary for me to set aside the work during this process in order to research and test difficult materials in this scene. For example, I spent a week studying bottle and cheese materials.
As a result, I chose misss_physical for the cheese. This material works only with photons so I created a special light source emitting photons in the scene using only mia_material_x. I connected the misss_physical result channel with diffuse channel of cheese mia_material and here are the results.
I used standard maya fur for the little rope on the neck of the bottle. And the dust on the bottle was achieved using four bitmap textures (color, bump, transparency and specular) connected to the proper channels of the shader. Below are the textures and shading network below.
All
the textures were created in Photoshop and Zbrush.I downloaded some textures
from the best free textures website, www.cgtextures.com. I also photographed
many references myself. Sofia painted the image for the recipe of the French
dish “Cod under hot chili sauce” (which
hangs on the wall) using traditional techniques – paper, pencil,
ink. Then the picture was scanned and text and color were added
in Photoshop. Voila! :) Render time took about 15 hours for
all passes in 4000x2900 pixels. Final image almost didn't require adjusting.
I rendered Beauty, Ambient Occlusion, Z-Depth and w/b masks for each object.
Then, I simply composed them in Photoshop with blend modes and slight editing
and color correction.
Final Picture
Links
Discuss In The Forum Daniil V. Alikov CG Gallery Portfolio































