Статьи: Эксклюзив

Making of Turkish Butcher

Hello everybody. My name is Ahmet Arif Eken. I am a freelance 3d illustrator specialized in advertisement in Turkey. I couldn’t work on personal projects for 2 years since I was busy with commercial works.

I did this project in my one week vacation. It was a quick work so I didn’t draw any sketches. I tried to enhance the composition by modeling and making test renders.

My idea is based on the butchers I had seen in my childhood. This butcher is working in a not so clean environment but he’s good at what he’s doing. This shop is his father’s legacy and he is bounded with family traditions. I wanted to achieve a live scene with angles, lights and composition. As if we are waiting there for our order and looking at each other...

Because I started this project without any sketches I started with ZBrush; the fastest platform I can produce sketch –form. I modeled the head first with default sphere.

Then I reconstructed the head with Topogun after making his shirts with ZSphere. I reconstructed the t-shirt with ZBrush retopology tool. Actually there are not much differences with both tools basically, Topogun is more professional and controllable.

I constructed the scene simply using cube and sphere before I started other modeling’s, to see the angle and lights in general. Then I made sketches on test renders in order to see what I can add to the composition.

I modeled everything in Maya except the man model. I think if you know what you’re doing and got some sketches or reference visuals then polygonal modeling is more controllable and fast. Of course ZBrush is better when it comes to fast sketching and creating forms.

I modeled hands in Maya because it’s more logical to create the form properly from scratch than reconstructing its topology.

I think using different tools through a project keeps you focused and you don’t get bored.

By the way I made details for the character in ZBrush, and painted its diffuse texture.


Every UV belongs to man model in scene has been created by UV tool. I used Maya UV tool for the objects I modeled in Maya.

I used V-Ray SSS material for the skin of the man. I did not see any reason to use displacement map since I imported head and arms in high polygon level. Only normal map is applied to them. Wall, cutting wood, apron and t-shirt are coated with displacement map. Textures on character are in 4096X4096 pixels. I painted diffuse maps by hand.

I used V-Ray materials and V-Ray rect lights. To simulate daylight, I used a main light, a fill light and a light for ceiling’s reflections and another for chopper’s reflections.

I made some test renders for posing and materials.

I used shave and haircut tool and I drew intensity map in Photoshop. I rendered in mental ray with different render pass.

Because I have to make very high resolution renders for my professional works, I wanted to render this in high resolution too. Besides I can see the mistakes better in high resolution renders. 

I rendered this work in 7000 X 5250px. Irradiance calculation takes very much time as resolution gets bigger. That’s why I have a trick for these kinds of big resolution renders.

For instance I save the irradiance calculation result in vrmap format after I make a test render in 1500 pixels. When I make the final render I use this from file. So I can make high resolution renders without much loss and computing power. I made pass renders because it’s more controllable in compositing. So I could make some artistic retouch at the final stage.

It was a fast and fun project for me. I feel happy after one year I could make a personal project. I hope my mini tutorial is helpful for you and fun too. 

Ahmet Arif Eken

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