3D Modeling and Sculpting of Chronos in Blender(3)
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Lighting
Firstly, I added a stronger background light to illuminate the edges of the characters. The lights are roughly divided into the main light source, auxiliary light source, backlight source, and a group of lights around the character.
Here is an introduction to the role of this group of lights to simulate a shadow of skylight for the characters. The rendering speed of such a light group is much faster than the sky shadow, and the effect is also good.
Rendering
The rendering was made using the default Arnold renderer of 3ds Max, and then layered rendering was used, and then composited and adjusted in Photoshop. Firstly, each part is rendered in colors.
For post-processing in Photoshop, the advantage of layering is that it is easy to control the effect of each component and the effect of depth of field.
- Simply put the components together first, and choose a starry sky picture for the background.
- Add some glow effects to the magic circle. It is best to feather the magic circle and fill it with some fading blue to get an effect similar to the edge glow.
- Add some glow effects to the metal parts, the production steps are similar to the magic circle effect. If it is not obvious enough, we can copy a few more layers of the boost effect.
- Add some magic effects to the entire screen to enhance the overall atmosphere. Here I am using a set of Photoshop brushes. This brush is very practical and can easily draw all kinds of magic effects.
- After adding magic visual effects, we can see that the overall picture looks cooler. The details are as follows,
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