Hi dear community,
time for another piece, I thought. Its dedicated to someone special and I worked on it with soaring enthusiasm. I´ve gone some of the "good old" ways, those very handy techniques I easyly forget about all the monsterhead-modeling, but also some of the actual and popular things like rendering different passes to compose them inside PS. Any of your comments is very welcome:
some closeups at original resolution (2600x1950):
I used 3 types of plants to populate the ground behind the fence (rest of bg is a photograph):
it took a lot of time according to that small part of the image, but it was a good exercise. To save me work i used a adjusted depthgrab of the fence layer as a stencil, i just needed the room between the fence plank.
the fence itself was quite an easy job:
I took a Plane3D (init-parameter for x/y-res changed to 6) and made a polymesh out of it. Then I hid all poys except one row, deleted the hidden parts andpressed tool->deformation->unify to bring that row to center. After that I stored the morphtarget and displaced the row in z-direction by -5 and clicked morphtaret->create difference. That will result in a new tool with appropriate edgeflow for later dividing. then texturing and at the end at a high subdiv-lvl using the texture or a modified version of it as mask to deform (deformation->inflate) the tool with the cares of the wood-tex.
The screws in the fence are made of pure jantim-metal
The butterfly was the most fun part and I recorded a ZScript how I modeled the base with zspheres. I hope it runs without errors and you can enjoy watching!
Download the butterfly-ZScript here!
Every comment and every crit is very appreciated, so dont hesitate to drop your oppinion