BTR - 3 in 1 (Pixiv Fanbox)
Content
I was thinking about doing Behind the Render for every set/render but that would be definitely a big spam for those who aren't that interested in looking behind the stage (and I understand why). So le't compile last 3 posts and explain them 1 by 1.
Let's start with:
fanbox post: creator/16218616/post/2352493
The biggest challenge with creating a room is to make it feel like someone lives there. And young boys tend to not be the tidiest of the tidiest. There will be sneakers on the floor, some stuff placed because it was convenient to place it there, maybe some spare clothes out of the wardrobe. There might be a stain on the wall, maybe covered by a poster, so parents don't see it? A lot of environment objects in boy's room should also reflect what boy likes. But. Not all. We all got a lot of gifts we don't care about but kept because it's polite to do so. And boys are no exception.
Room was created from scratch to be small and not having a lot of free space. Maybe when the house was built it wasn't supposed to be a bedroom? But you know - sex happens and children are born ;-). As you can see, Tony is a fan of music - even has 2 guitars, so he is definitely into it. On the night stand you can also see mic - maybe he also intends to sing? Other thing on the night stand is a foldable ruler - so either he is into some DIY or... he measured something recently.
On the desk we can see normal stuff - unfinished piece of cake, his laptop, headphones, book, coloring pencils - normal stuff. And so on and so on. Desk itself was retextured to have interesting wood look (and according to commissioner's taste in wood). The thing about rooms - not always furniture will match each other with textures.
The shelf unit I made by myself - by extruding a shape I made. Filling it up took some time and it's not as busy as it could be, but it's only a background item to complete the main "event" by adding some personality to it. To add a little story to the character without using words. Much more interesting than just white background. Although both have some benefits.
Next one would be....
fanbox post: creator/16218616/post/2383903
The most of the time on this one took posing. And morphing the "tug" on the foreskin. The whole setup behind it was pretty simple - 2 trees, ground and deck.
Additionally to the sky HDRI I added additional ring light and a spotlight since HDRI itself was an overcast and didn't produce much light but enough to create reflections in eyes and make skin pores loose contrast.
Patio deck and ground were created from scratch - just simple figures and simple uneven ground. In the initial concept I intended for the camera shot to be less compact, with more space of the deck to be seen, so I made sure that boards and ground underneath them are interesting to look at.
I used Substance Painter to generate some wear on the boards, made those nails heads uneven so they don't look new.
I definitely took more time to make the ground texture than I should've, since not much was seen in the final work. But can be used somewhere in the future and ease the work load so nothing lost.
Next one then:
fanbox post: creator/16218616/post/2388089
Oh making this tunnel was fun as heck. I wanted a grungy unused metro connection, pedestrian tunnel or similar. So I started making a "C" shape - so we cannot see end of it from the center. It's all really just one "block" which got cloned and bent. Making walls repeatable but not as much for it to be a cause of concern.
That's how it looks from the outside. It also slants a little in the up/down direction - my reasons for that? I have no idea, I thought it would be cool at the time.
Inside has few seperate surfaces - each with 4K textures.
Walls were covered with custom (and some downloaded) tags and graffitti. Wanted it to look busy. I also used artwork done by Chrono and Protege to fill it up even more. There are some easter eggs in those textures too. Also I didn't know how would my camera angles look in imagined scene, so I did grafitti on both sides:
Overall I had much fun making those grafitti parts - also asking people for ideas. This is whole diffuse texture for walls:
There was one problem I didn't do properly when modelling the whole thing. While the tunnel is wet and dingy, perfect place to hide and do some nefarious deeds, the bottom trim on the wall looked too perfect, even with uneven concrete texture.
While ground looks very good, wall too (I hope, I like it tho), the trim itself looks.... like out of a early 2000s game. The main problem is the edge. But that can be fixed (without changing geometry) by faking it in shader options in Surface tab (DAZ, option only in Iray shaders).
Those options in DAZ in particular. It will fake smoothing sharp edges on the selected surface. Since the trim was itself seperate surface, it won't affect any others. Result of fiddling and finding more appealing look to it the result is:
You can somewhat still see the edge and geometry of an object didn't change. So when looking from the side it still will be a hard corner where it was. It does same as would normal map created from a higher resolution model with rounded edge. It can simulate welding pretty well too. Try it sometime yourself :)
This time I didn't go technical too much, but that will depend on renders I would like to explain - sometimes we might go into shader options, how PBR works in Iray and lighting techniques, but most of the work in those renders really was just environment and posing :3 Anywhooo.... have a good one guys and thank you for reading it! :*