Tuesday, 9 March 2021

Future Tribes - Rendering + Final Polish

 Rendering + Final Polish

·         Now that I had the materials rendered on a character in an anatomically correct ¾ pose, it was time to add colour and final effects to the character.

·         This would then lead to a repetition of steps to develop my back facing characters also.


Basic Colour Layers:

·         Once the rendering was done, I added a face to the character and shaded the skin to have a mid-tone with both shadows and highlights. I also added more gems across the bracers and the pouch, and I added some makeup across the eyes underneath the crown to mimic an attempt at tribal makeup.

·         After receiving critique from my rendered materials, I was told that patterns would help make the flat fabrics appear more modern and infer to the viewer that this hunter is in the present/future, and not the past.

·         I also created a basic colour modifier layer on top of the rendered areas which I then duplicated once I was happy with. The duplicate was set to linear burn, which added a lot more depth to my colours instead of the pastel colours that the modifier seemed to create on top of the grey values.

·         I kept the leather areas blank, since I thought to show the material qualities of leather better, I could use a gradient map. This also applied to skin, since it is such a complicated material to colour, and I thought that the gradient map would be more effective at translating value to colour.

·         I decided very early on a colour scheme, and I think that the design could maybe have been pushed further if I let myself experiment with other colours. The colours were however interpreted from the environment and my mood boards, which made them a successful cohesive attempt at colour.


Colour Layers


Gradient Maps:

·         The leather elements were tinted slightly green to differentiate them from the skin tone more than grey and was focussed on the darker side of the gradient map since most values for the leather render were dark.

·         I thought this map was effective at transforming the material to blend with the rest of the character and let the leather elements translate even better. The gradient map also meant that the material was consistent across, since if I were to do the colour by hand it would leave plenty of room for error and it would have taken a lot longer.

·         The gradient map also worked fantastic for the skin tone – especially since I could tone the darker tones away from just grey to warmer tones. This makes the piece overall look more natural and the character looks more alive as a result too.

·         I am nearing the end of what I hoped to achieve on this character – and can now move onto final touches that will make the character pop or seem more grounded in its universe.


Leather + Skin Gradient Maps


Leather Gradient Map


Skin Gradient Map


Final Presentation:

·         To finish the presentation of the character, I added elements like glow to the gems and the knife and added a pass of dirt overall to show the character lives and hunts outdoors.

·         I also had to add the two other back faces of the character, following the process layer by layer in photoshop to quickly build up both quickly.

·         Both the back facing versions had their own patterns to build onto the patterned clothing; the cloak received a subtle teal patter made of runes, and the shirt received a Valkyrie knot surrounded by text saying “Ragnarök’s champion” to mimic the title of the character.

·         The back facing characters are not perfectly accurate, but they help establish a 3D aspect to the character effectively.

·         I wanted to add a blurb on the final presentation, but it cluttered the bottom of the image, so here is what I wanted to use as flavour text for my character:

“After the downfall of the world from Ragnarök, Lifthrasir and her partner Lif escaped to the Wood of Hoddmimir, where they and their remaining people hunted to survive. A new, almighty ruler was prophesied to take the god’s mantle, and Lifthrasir gladly took that title.”


Final Presentation


 

Final Conclusions:

·         I am really proud of myself for this project; before uni I tried doodling characters and was always dissuaded from lack of motivation, so the result was never complete or “good”. This is the first completed character I have made ever – and I think I have a set of techniques now I could transfer to other character projects.

·         I am going to take a break from characters for a while after this term, but at some point, over the summer I may attempt another character with an auto generated brief for example.

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