real worlds - final illustration progress

Final Illustration Process



This blog documents my process creating my final environment illustration. This includes my 3D Blockout, Concepts, Colouring and Rendering process documented with notes and other additional information.

Creating 3D Blockouts in Maya


To begin my illustration process, I wanted to create a simplistic 3D blockout to get a general idea of what my environment may look like. Creating a 3D blockout can be incredibly simple, depending on how much detail you want to go into. I personally kept my assets very simple. I kept everything mostly and cuboids or cylinders to create a general blockout of where everything would go and how it would look when drawn up. This is also a great way to make sure items in an environment are in perspective and accurate size to one another.




3D Blockouts are used very commonly, especially when creating more detailed things such as environments, furniture or even props. They are incredibly useful in helping create a base and helping to understand an environment in a specific perspective. These blockouts can be made individually in software such as Maya (like I used) or there are even specific apps or games made to help create environments. However when using things like other games and software, it is important to credit the source. An example of this being used can be seen within the anime/manga 'Tokyo Ghoul'. The backgrounds are created within a game called the Sims 3, and drawn on top of/ heavily referenced. An example of this can be seen below:







When I was happy with my blockout, I used the different perspective cameras to create a camera angle I was happy with. I then created 3 exported renders, all from slightly differing angles as I was unsure which one I liked best straight away.




Concept Sketches

After I had created my 3D Blockouts, it was time for me to begin sketching my final environment. I used my blockout as a base to work from, and began plotting in furniture and the layout of the environment. Using a 3D Blockout was incredibly useful in helping me to draw everything in a correct perspective and size reference to one another, and also made it a lot easier to picture the full image in my mind when beginning to draw it out.

 I created 2 sketch variants, both of which were really similar. I experimented with slightly different angles, a more uniformed and straight on angle and a titled angle, as well as flipping the image to see which perspective looked more eye catching. I ended up settling for the bottom option, as I felt the tilted camera angle created a sense of unease, and also helped in drawing attention to the large fish tank at the back containing my creature.




Adding Base Colours

After creating a base sketch I was happy with, I began to add the flat colours on a layer undeath my sketch. This was the just give myself a general idea of what the illustration would look like when complete. I also experimented with some very basic lighting, to see how the colours would look together when I added lighting and shading towards the end.



Shading/Rendering

I then started rendering ontop of my sketch layer. I started with rendering the floor and walls, adding details as I went along such as panels and patterns on the walls. I kept to a very muted and cool colour palette to create a clean and professional feel to the environment.


Then, when I had rendered most of the floors and walls, I began to work on the tank on the back wall. I used my character reference to colour pick correctly and drew my creature contained in the back tank.


I then started to refine a few more details, such as the computer panels and desk and the fish-bots in the corner.

I then blocked out the other furniture, such as the containment tubes and also the box from the computer setup, however I moved its location from the wall to the floor so it could be seen. this also creatures a lived-in feel to the environment.


Adding Details and Lighting

Then, I began finalising and adding smaller details. This included fully rendering the containment tubes, box and tubes along the floor, as well as also adding details of fish and seaweed inside the bots in the corner. I also added a selection of wires around the room hanging from the machinery and also the roof the create a sense of depth. Finally, I added small puddles on the floor of leaking chemicals.

When I was happy, I began to add lighting. I used a variety of overlay layers such as Multiply, Burn and Hard light to create a darker overlay with a vignette around the corners. I added lighting reflecting off most of the liquids and light sources using an add layer, which i smoothed out using the smudge tool. 


Final Illustration

Below, is my final illustration. Overall, I am happy with how this turned out and I really like the mood the lighting and colour usage creates within the environment. I also think it ties in well with my characters and their stories, and would work within the Deadzone universe. If i could change anything, I would like to add a few more details or other features. I feel like the environment works well, but it feels like there could be a bit more added to it, to really make it feel like a dangerous cluttered laboratory. I feel like i could also work on the values in the image too, as I feel a lot of colours in this illustration are similar, and it makes it hard to determine depth. I feel like creating the background darker than the foreground would fix this problem.

 

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