Page 50 - 3D Artist 110 - 2017 UK
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RENDER A HIGH-POLY CHARACTER MODEL WITH KEYSHOT








               Photoshop composition This phase is reserved for adding details that neither HDRI could
          14  provide. For the Surgeon, this phase is where creating relections in the lenses
          (appropriate to the lighting), and KeyShot’s clown pass to isolate and value correct key pieces
          took place. Be careful during this phase to constantly zoom out, so that as you adjust, you’re not
          hurting image clarity. During the composition, it became apparent that several of the darker
          materials were too dark. Since the KeyShot camera was locked and the scene saved, it was easy   Josh Rife
          to go back and increase the values of these materials, enabling them to take more lighting. After   I am currently environment lead at Boss Key
          an updated render, these sections were composited back into the image. This resulted in an   Productions. In my spare time, I focus on expanding
          improved value range.                                               my toolkit and learning new techniques.
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                                                                              Elysium ‘Crowe’ Rifle, 2014
                                                                              Maya, ZBrush, Photoshop, Marmoset
                                                                              Crowe’s rile from the ilm Elysium with underslung
                                                                              grenade launcher and automated tracking optics systems.




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                                                                              Payphone, 2013
                                                                              Maya, Photoshop, UE3
                                                                              This image was a PBR study from a broader series of
                                                                              game props.












              Final presentation To start, add a 2% uniform noise layer to emulate ilm grain, in order to
          15  get rid of some of the ‘rendered’ look. Too much will degrade image clarity on high-end
          displays, so use with caution. Do some tweaking in Curves/Hue/Saturation, while being mindful
          of the histogram. It’s important to maintain a wide value range so that the image holds up on a
          variety of screen types. Lastly, it’s great to get into the habit of doing Color Balance tests. Color
                                                                              Droid Hard Surface Study, 2012
          Balance can enhance the mood, but is also a key step in inalising presentation. Tests
                                                                              Maya
          immediately showed that the colours in this project were too cool, lacking warmth to balance.
                                                                              This was a small sentry droid that was built as a subdivision
          Adjusting greens and cyans out of the highlights, effectively neutralising key light colour, evened   study in Maya.
          things out. Conversely, shadows gained warmth, enabling the 3D shapes to read better.
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