INTRODUCTION
Whats up everybody, my identify is Carlo Gioventù, and I’m a college professor in Italy. Over my 35-year profession, I’ve used a ton of applications, and I finally landed on Blender, which I educate at school and use professionally.
I’ve been coping with laptop graphics since 1985, beginning with a Commodore 64, then shifting on to a number of Amigas, many PCs, the great Softimage (<3), and eventually Blender. At present, I’m a tenured professor on the Brera Academy in Milan, instructing 3D laptop graphics and sport improvement.
A giant hug to all my present and former college students all over the world!
INSPIRATION
I used to be impressed by a picture created by Ilya Ozornin.
The problem I confronted was attempting to breed the poetic high quality of the illustration, so I aimed to create one thing that was a mixture of each realism and illustration.
PROCESS
I wished to experiment with numerous strategies on this picture, reminiscent of utilizing high-poly and vertex colour fashions along with low-poly ones in subdivision surfaces and textures.
THE LION
The “Lion” is a high-poly mannequin that was sculpted from a sphere and coloured in vertex colour. Under, you’ll be able to see the shader the place I attempted to make use of numerous colour attributes to create the mannequin.
Sadly, the colour attributes don’t appear to assist the alpha channel for transparency, making it fairly troublesome to make use of colours in overlapping layers.
CLOUDS
For the clouds, I used mesh to quantity, the place I sculpted the tough form of what I wished to realize with polygons after which utilized the modifier.
Subsequent, I used two quantity displace modifiers to refine the perimeters of the cloud.
HAIR
Blender’s new hair system may be very versatile and simple to make use of. Nevertheless, it is advisable to watch out as a result of it requires a UV map to work.
For the Lion, I created a low-poly model to unwrap and generate the hair.
For the reason that new hair system relies on the nodal programming system, I experimented with managing fur and hair by multiplying them in strands, which made it simpler to rearrange them as desired.
I’m attaching the picture of the node scheme.
BACKGROUND
The background was only a aircraft with a picture of a golden hour sky on it.
The lighting was pretty easy, with a solar lamp for the directional mild and two level lights on the feminine character for including a glow on her.
For the ultimate render, I obtained assist from my companion Biancamaria Mori in fine-tuning the lights and the render. I really like you, child.
FIRST RAY OF SUN
Thanks for studying my article and hope you appreciated it. Be at liberty to comply with or contact me on social media utilizing the hyperlinks beneath.
Have an incredible day!
Concerning the Artist
Carlo Gioventù, a professor on the Brera Academy in Milan, specializing in 3D laptop graphics and sport improvement.