I repeated a similar process for the warmer lights at the centre of the composition and on the character.įor the post process I took a screenshot from unreal of the environment and brought this into Photoshop and did a base colour grade in there first. The goal was to get the look that the natural light is spilling all the way from the back of the cave to the foreground gradually and for the areas with sunlight coming through I used a god ray blueprint from the blueprint scene on the epic marketplace with a spotlight next to it with a strong intensity then I would add various spotlights around where I think the light would bounce around the cave from those areas. I used many spot and point lights in the scene to add bounce and rim lights to areas I wanted you to see with the skylight only being used to fill in shadows that are too dark. Once I was happy with the overall silhouette of the dragon I would keep working with dynamesh building form whilst increasing the resolution each stage and once I was happy with the low and mid-frequency I would subdivide the dynameshed asset and freeze subdivisions then zremesh to get cleaner topology then I would subdivide the zremeshed version to around the same poly count as the dynameshed version then click unfreeze subdivisions to reproject the detail back onto clean topology for my high-frequency sculpting.įor the high frequency sculpting I would use alphas such as rock cracks and add them to areas that make the most sense which would be typically on the lower half of the dragon, I would use the alphas as a base then further the shape of them by sculpting into them and spreading them out to add variation to the alpha. After this id give the asset a quick once over with the trim dynamic brush to give some areas of the silhouette a more angled and flatter look. I would start with a low resolution dynameshed sphere and begin to create the silhouette of the dragon and blocking in the larger shapes at first using brushes such as clay buildup to dig in areas and adding form to other areas and the move brush to change the overall shape. I spent a lot of time on the stone dragon piece as it was the hero asset of the scene, as it was important I paid attention to the concept and understood how the rocks that make the shape of the dragon make sense. One of my main goals with this project was to refine my Zbrush skillset and as I have not had much experience creating rocks previously this was great practise to learn how to use the brushes im used to but in a difference way.
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