Check out my Main Blog!

This blog was mostly to record the process of my final year project for university and is no longer active, so please check out my main blog at theprojectatelier.wordpress.com. It’s a more frequently updated blog with the thoughts and processes that go through the creation of my portfolio and other arty things I might work on 😀 Thanks~!

Fiery Queen

Created using this brush set by ~Kavaeka.

Process (GIF) click to view:

Final image:

Magic Circles

Created using this and this brush set by ~spiritsighs-stock, and this brush set by ~nomuh.

Process below (GIF):

Final image:

Petals Fall

Created using this brush set by ~spiritsighs-stock.

Process below (GIF):

Final image:

Lighting & Rendering

I turned on ambient occlusion, and created a spotlight with depth map shadows. For more realistic skin I gave a subsurface scattering appearance, by turning on the scatter radius in the material attributes.

I made a plane for her to stand on, but only wanted to seeher shadows. To make the plane blend into the background, I assigned a useBackground material, and turned the specular and reflectivity down. Then I used a circular ramp on the shadow mask so that her shadow would fade out towards the edges.

Below is the scene setup in Maya in Viewport 2.0, and the final render.

Rigging

OnceI had finished my character, I used a model I had already made, and rigged the character model and the gloves, weight painting them so that they would deform correctly wen moved.

Eyebrows

I was not entirely sure how I would go about creating eyebrows for my character, so in the end I simply modelled polygons shaped around the eyebrow area, and used a colour, transparency and bump map:

Armour

As her armour pieces were to be made of gold, I found a gold shader by reactionism on Creative Crash, and then created bump maps to give them an embossed look:

Eye

Using a tutorial I found by Krishnamurti Martins Costa, I modelled the eyes to have two layers, an inner layer where the iris was flat and the pupil indented, and an outer layer that would form the shape of the lens, and provide a reflective and wet look.

Then, using the image below, I created an eye texture with a blue iris. I wanted the eyes to stand out from her red hair and costume, and also added a yellow centre, as I liked the idea of having multiple colours.

These are the final colour map I used:

Once the texture was applied to the eyeball model, I selected only the white parts of the eye, and applied a subsurface scattering to achieve a realistic look.

On the outer layer, I applied a mental ray mia_material_x and changed the settings so that the inner layer would show through, but the reflectivity would give the eye a realistic wet look.