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CREATING
SCENES
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An explanation of how I made a scene, as a guide to help you
:)
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| I didn't just pull that pic out of my
arse, lol, I had to work on it. Takes time, effort and a
lot of pre-built items, pre-planning and pre-work, helps a ton!
Otherwise my images would take months to make. The end result though
is well worth the effort :) |
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At the moment I'm more into building scenes and learning how
to do that better, than mesh making,
Anway, I use Vue with Poser imports. Trick though, is to get
imports looking good, hence the tutorial
I did on that subject.
When creating a scene, I import individual Poser figures first,
and work on them until they are "sweet". I then save
them out as Vue native format (.vob) then import them back in,
so they work more efficiently in the final scene.
This character is an "eladrin swordmage", a grey elf,
for 4th ed D&D, hence his eyes are silvery with no pupils.
I hate the oversized silly ears I see on many elves, sigh,
more graceful ones are more pleasing.
I mixed various morphs to get a face I liked, still not angular
enough, IMHO though, but I'm not very good with Poser, even after
all these years, as I only use it for assembly/pose/expression.
Guess I'll need to learn to use the "Face Room" in Poser
to sculpt sharper cheek bones etc!
I do have Zbrush 3, but find it far too much of a pain to use
to make morphs etc, that would be another way to make a good morph
for better facial features.
THE FINAL CHARACTER

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Working from a rough idea in my head of
what I wanted the character to be like, I went through my Poser
library, noting down on a pad of paper, what possible assets to
use. See, the problem with 3D art, is that you may have a very wide
library of items to use, so you have to go through it all and FIND
what maybe useful, then test it all ;)
This is why it's very important to arrange libraries of textures,
and Poser runtimes with info, very carefully, believe me!
Alway save a picture of a 3D item into the folder you download/store
it, this way, you can easily scan through your hard drive, by turning
on "VIEW LARGE ICONS" which will give you a icon for an
image, to give a rough idea of what the item in a folder is ;) Saves
a ton of time! |
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Using Michael4, and "Dauntless" clothing, I added a
sword from an elven themed pack (as the sword Dauntless comes
with is far too small, more of a shortword).
The character will be meant to have used a spell to do a short
"dimension door" to jump directly in front of an enemy,
and gave him a furious expression as the enemy will be a drow
(elves and eladrin hate drow). (I later decided to leave that
effect out).
He's swining his sword in a very forceful arc, using his momentum,
and the drow is trying to parry by nudging the eladrin's blade
to one side. The drow is too lightly built to block such a brutal
attack, the eladrin knows this hence that's why he's using it...so
the drow's trying to make it slide just a bit away to safety while
he dodges. This causes the eladrin's sword arm to be unbalanced,
hence the pose. Please remember, in "realistic" fights,
it is nothing like you see in a lot of Hollywood or in
a dojo etc.
When I make a scene, I think about what it's about, and
in this case, how the fight occurs.
Realistic fight sequences are very unequal, chaotic etc. Unlike
in Olympic fencing, these two characters are neither the same
in build nor in weapons, or style of combat!
A straight fight between them won't be a nice coreographed dance,
as you'd see in fencing. A single blow form that burning broadsword
will lop off a limb, the eladrin's idea is to either shatter the
drow's arm, or, on the descend, shatter his knee, thus ending
his mobility advantage.
The drow wants to gently parry attacks, as he's not got much armour
or strnegth to block, and use sslices to weaken, cripple enemies,
and use his poisoned dagger to parry and poison opponents.
The drow is not a front line melee combatant, but neither
is he incapable. The eladrin is not a typical "fighter",
as he uses spells to augment his fighitng abilities and ad things
a more skilled swordman couldn't achieve, like make magical light
;).
- The Eladrin is athletic and strong but not massively so, the
drow light but incredibly agile. Both are intelligent and quick
of wits.
- The eladrin uses a heavy blade designed to hack enemies apart
and too heavy to be used without full comitment, the drow uses
an adamantine scimittar to slice enemies and let them bleed
in an economical conservation of energy, and a poisoned dagger.
- The eladrin uses spells, here he casts a sepll that regardless
of any other effect, will dazzle the drow, who hate bright lights!
The drow uses stealth and magic items to backstab foes.
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Now, I decided to give him a flaming magic sword. To do this,
I used a mixed material in Vue, one steel, one fiery.
I always tweak materials, so even the steel on the sword is custom,
I used the bump from the original weapon texture, to give nice
carving on the pommel, but with my own Vue procedural which I
really like for shiny steel blades.
For the fiery material, I made a custom colour gradient, black
with orange and yellow, using a Voronoi function to drive it,
making it look like hot coals or some such, which is more interesting
than pure orangey/yellows.
I added a very small amount of glow to improve it, and some luminosity
to make it literally light up and believable.
To make the fiery material appear only on the sword tip/upper
edges, I made a custom greyscale UV map to drive the mixed material.
I loaded the sword .obj into UVMapper pro, exported the UVs as
a bitmap, loaded into photoshop and tinkered away, finally exporting
it as a jpg.
For those not familiar with Vue, "Mixed materials",
are two materials combined on one object, and you can assign which
appears where, based on many types of functions, such as, altittude
(to drive beach and shore lines as an example), or in this case,
an image map to assign fiery and steel materials.
Using a UV map I can assign exactly where I want things to appear,
and also how much they blend softly together (or not).

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To improve the fire effect, I wanted to add flames..now, Vue
doesn't have particles, and volumetric fire etc isn't that great.
So I used an alpha plane with a photoshop of image of actual fire
that I'd bought from Renderosity ;)
(Damned useful buy that was, IMHO, $5 for 20 or so psd fire images
with transparencies).
I'd saved each of the images on seperate alpha planes in Vue and
saved them as .vobs (having a good resource library really helps!)
So aligned that with sword, and voila' a Flameblade! :)
Notes: you can see a mistake, where I put the shoulder guard so
high it is in his face, as a real person's flesh would bend, ah
well doesn't matter as I intended him only to be seen from ONE
side ;)
A also his hair isn't perfect, a limitation of what I was using
which means some post work to hide the odd scalp line and bit
where it actually pokes through his right cheeck..
His skin looks odd, but this is a "studio render" not
one meant to be a final art render, and his skin I tweaked specifically
for the final render and it's lighting!
CGI is artistic fakery, often you have to fake it, no worries!;)

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I gave the skin of the character a lighter
colour than what he came with, to keep with the elven look, and
subsurface scattering, which I find a royal
pain in the arse in Vue to get right at the moment, grr, but makes
figures look much better
I had to "split" the mesh down into all it's component
parts, sort out the various skin areas, and weld together all the
parts with same flesh material, then weld the face and main body
skin, to get the SSS to work right.
I could have imported form Poser as a completely welded mesh
to save a lot of that hassle, but....I like them being seperate
as it lets me fiddle when editing, altering body parts etc
In any event I generally find when using SSS, you have got to
"split" the eyelashes off the head model, or it goes
weird at render time.
Hope Vue version7 fixes the oddities of SSS!
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I used Photoshop to alter the tabard colour, which was a deep,
dark brown/wine red, which was too dark, and made it into blue
and white striped design. Again, more in keeping with an elf and
a nice contrast in the otherwise "dark" scene. A lot
of work, but well worth it.
I altered the color of his belt from solid and boring black to
a lighter brown using "Blend with colour" (chose suitable
brown) and "Color mask" turned on, at about 50%.
In retrospect I should have added more bump to the chain mail,
damn.
The hair isn't perfect, it sticks through some mesh parts, but
I'll clean that up in postwork in Photoshop.
Note when doing hair or other such materials in Vue, to turn anisotropic
highlights on.
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ORIGINAL TABARD TEXTURE
Far too dark and not so interesting

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Exported the figure as .vob (Vue format model), started a new
Scene, and imported the optimized figure in.
Decided to make it a night scene, which will show off the flaming
sword well, and be perfect for drow (who hate bright light).
Added cobblestone ground, with high speculairty to try and make
it look wet, but...I fear I used wrong bump map, so not sure if
it looks slick enough. Added a water plane so it loosk liek water
has collected between the cobbles..again not sure if it shows
on final render, lol. But it's important to the reality of the
scene.
The drow and collapsed armoured cleric I had previously made for
another scene, and merely had to import the .vob models in, saving
time! So, always save stuff you make!! ;)
I tweaked the drow's sword and dagger blade materials, adding
a glow and slight luminosity, to make it appear magical.
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I wanted it to be a foggy night, helping the look and disgusing
any lack of the background models' quality. I tried using some
"metaclouds" to create nice looking fog, but found it
grossly increased render times, probably 'cause it was so close
and even around the camera! So I removed that and just added a
lot of fog and mist in the Atmosphere settings.
The buildings are meant to be seen from a distance, not up close
like that, so to I disguised them to an extent by putting plants
in containers in front of the door, to hide the "polygnal"
look of the low density mesh. I also added my "dirt map"
material to the buildings so they wouldn't appear too pristine.
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From my initial idea about the Teleport, I added a small quadratic
light near the swordmage's hand, with a tweaked custom lens flare.
The scene was over all lit by 1 sun light and 4 quadratic point
lights. All set to 4 or 5 degree softness which is needed for
such a softly lit scene.
In the Atmosphere tab, I turned down the Light Intensity to -0.93,
with the fog, this gives a soft moon-like look.
Light #1: in a torch on the wall near the doorway, to give background
contrast and interest. Added a gell so it wasn't too regular,
yellowish-tan colour, as torch light should be.
#2 = Swordmage hand light is set to a pale blue, for magical look
and contrast.
#3 =A "scene" light, positioned in front and above head
height, not visible (no lens flare) this help add extra light
onto the characters, to "bring them out".
#4 = sword light, meant to be light coming from the burning fiery
sword.
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I rendered using my custom" uber high quality" settings,
this also helps get rid of the "moire' patterns" that
appear on the fine tabard details.
Then, afterwards in Photoshop, I added the special effect halo
of stars around the swordmage, using a plugin (GIF-X 2), to make
him seem to have a shield of magical energy around his body, as
those kind of characters are meant to have.
After that I tweaked a lot in Photoshop, adjusting levels, curves
etc,and used an "action" to improve it's looks.
I usually save various sequential copies of the Photoshop work
(as I do all my work!), and copy/paste and tweak on many different
layers, to see what looks good, naming the layer after the effect
so I know what I did. I often combine layers, by adjusting opacity
and/or blend mode, so you build up a complex look. All a matter
of taste!
Voila', finished :)
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ORIGINAL RENDER

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FINAL IMAGE WITH POSTWORK IN PHOTOSHOP

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I hope you find this of use! :)
All original art, writing on this site, copyright of
Steven James, "Silverblade the Enchanter" ©2012
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