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This image is created for the CGArena challenge themed Beautiful and I won the second prize for

this image. Thanks for all the sponsors and CGArena. The concept was to show a rough stone statue in a cold autumn environment. The statue represents a mother breast feeding and where the baby's mouth touches the breast, the stone becomes warm flesh, showing love and humanity. I had my first baby 18 months ago and for me the image of his mother breast feeding was of an absolute beauty! I'm using Lightwave and Modo for all my modelling.

Modelling of the Mother


I generally like to start with the eye. I use a sphere in the background layer as a template to build up the eye socket. It helps me in getting the right shape.

Then I extend the edges or vertex to create the main poly flow of the face. I use pictures as a reference, sometimes in the background or just opened in a viewer aside. Then I fill the gaps and spin the polys to keep a proper poly flow.

After tweaking the points and adding loops, the face starts looking Ok.

The ear is a tricky part. I used a picture in the background. I also found a picture of a template used to make prosthetics that helped me understanding the layout of the ear. The main lines are built from the picture.

Like for the face, I fill the gaps between those polys and model the shape by pulling the points, poly and edges.

For the limbs and the body I prefer to use the box modelling method. I usually start with the body. A very basic box should be used with the minimum segments number just enough to help you in shaping the torso without having too many points around to move. As you progress you'll add more segments to refine the shape. Using the bevel tool (multi shift for Lightwave users), you can create the breasts, tummy, navel etc.

Before going too far, I choose to create the arms and refine the torso once they have been attached to it. The same rules applies to the arm: Box object, cut where more details are needed and move on until you're ready to attach the shoulder to the torso. As this is not a modelling tutorial (which by itself would take way too many pages to fit in this making of) I try to give you the most important steps and not go too much into details. Use the bevel (multi shift for Lightwave users) to create the triceps area and the elbow. The same techniques are used for the legs.

Modelling of the Baby


I start with the eye and move on with the same edge extension technique, filling the gaps once the main edge loop has been defined. I start modelling the body with a box again and add details as I progress. I plan to use Modo vector displacement to sculpt the shape further and add wrinkles and pads therefore; there is no need to go crazy with details. Hands created from the basic box to a more refined shape.

Putting the Scene Together


I need the UVs for both the mother and the baby. Modo UV tools are rather robust. The unwrap feature is my first choice, as I hate repetitive, tedious tasks and prefer to focus on the creative part. Just define the edges where you want the model to be split and flattened, and its pretty much done!

I used the new flex tool in Modo 302 to pose my characters. It works a bit like the transpose tool in ZBrush. It applies an automatic falloff to the edges of the selection and centres the tool action also at the border. You can move, scale or rotate with the same tool manipulating different handles.

There are lots of areas that still need work, especially the joints that tend to crush.

I use Modo Smooth brush a lot to relax those areas and then refine by pulling/pushing edges or vertex. So far, the result is OK but will need more refinements when sculpting with the vector displacement brushes.

I used a morph map to create the pose for both the mother and the baby so that I can go back to their original pose in case any problem arises.

I want to create a Hair object that I can sculpt to give it a bulky look. This is a rough stone statue and I don't want too much refinement or realism in the hair. I started to copy polys from the head and neck and paste them into another layer.

I created a vector displacement map and started sculpting the hair with real time feedback.

The cool thing is, this is a non destructive process as the displacement is a 32 bit image map and can be turned on/off, duplicated and modified, replaced and even mixed with others choosing different blending mode (ala Photoshop). Here is the final hair object with displacement applied.

Same work on the baby. Babies are chubby. Mine needs more roundness and the folds. With a soft brush I start painting details at the joints (neck, elbows, shoulders. ankles etc)

You can see the overlaid effect of the vector sculpting and its resultant image (here in multicolour).

This is the time to create the pedestal and the other props. In this camera angle I dont want to show much of the pedestal object. I dont need to make any details at all the sides. Basic box, edges bevel etc.

I'd like a stone cloth to lie on the pedestal. I tried to model everything by hand but the results were not what I was looking for. So I decided to use the cloth simulation in Lightwave and export the result as a frozen mesh back into Modo. I sculpted the basic shape with very simple deformation to give some random positions to the vertices before running the simulation.

Here is the complete simulation and the resulting mesh:

The fence is very simple and low res to save memory (I'll need a lot of ram at render time for the micro-poly displacement on both the characters): Basic bar with a spike at the top cloned in a row, two more horizontal bars to hold the pieces together. I drew a few curves to shape a decorative pattern and cloned it as well and completed the fence object.

Before taking care of the background I'd like to do some texturing and test render.

Texturing
At the beginning I imagined the statue being made of marble. Then I thought that the contrast between the stone and the skin surface wouldn't be contrasted enough. I hunted on the web for some old stone references and found a very nice picture that I edited to make this tileable texture.

If you're interested to know how to make a tileable texture, here is the process. If you know already, then just skip this! I won't be annoyed! Using Photoshop or any other image editing and painting software (the gimp for instance is free) you can... 1) Duplicate the layer, apply high-pass about mid range (In Photoshop - Filter/ others/ High-pass.) you may need to experiment and see what value works the best for you image. Change the blending mode to "luminosity". Adjust the opacity as needed. Flatten the picture.

2) Use the offset filter (in Photoshop: Filter/ others/ offset.) Using the clone tool, paint out the seams.

Adjust the saturation to unify the colors and levels restore the contrast. Before using this texture I tried painting several textures in Modo projecting different pictures. But I was not satisfied with the result.

I chose to use and render different textures separately and use them in comp with masks for better control. The base colour of the statue is made of several gradients and procedurals.

Then I painted a mask to control some effects like the drippings.

Added a cracks image and the bubble stone image as a displacement.

The rendering uses Global illumination. I use a gradient for now in the background to enhance the illumination. I have to paint the human skin texture for both the baby and the mother. I took some picture as references and projected part of them on my models. I don't need to paint the whole body as only a part will be visible.

The important part in skin rendering is the Sub Surface Scattering known as SSS. Modo SSS is fast. No, I mean REALLY fast! I won't go too much into details here but basically I created a redder version of my skin color and used it in the SSS color input. Here is a little test.

And here are the settings. Notice that I added a bit of anisotropy to the skin specularity. I feel this gives the glossed aspect that the skin shows under the incident light, a little bit like satin.

Background
The scene takes place in a park. I tested out several layout that I didn't like, using Lightwave and Vue xstream. I went back into Modo and decided to make use of the instancing capacity of the software. The main plant I will use is an Aralia with big, wide leaves. The modelling is pretty simple: I used a picture of the leave in the background and made a flat shape out of quads.

I then mapped the same picture using UV mapping in planar projection (the shape is flat, remember?)

After extruding a trunk, I saw the branches following the pattern of the real plant, using the bridge tool.

After painting a few displacements on the trunk, here is a test render.

Grass, yes I need a grass. There is a tool in Modo that allows you to paint instances. The strategy is to create 3-4 group of blades and distribute them randomly over a terrain while mesh painting.

I'll need some autumn leaves as well.

There is no need to paint the plants where the statue is blocking the view. Let's try to save memory!

Which gives us from the camera point of view?

I made a bench and painted it with some old cracked paint. I've chosen a red texture but will change it later for white as the red is way too noticeable.

Here is a test render with some SSS on the Aralia leaves.

I add some Ivy on the pedestal and on the foot of the statue.

Putting things Together


I'm going through my check list and render everything in multi pass.

Base render (HDRI image used for rendering instead of the full 3D background)

Ambient occlusion: to be used in multiply mode to darken the grooves of the geometry and bring out the volumes.

A lichen pass: to be used in post with a painted mask on a few areas (mostly north receive moss I believe.)

A mask pass for the extras dripping effects

A mask to control the flesh apparition. Made with a point light as the only light source. No radiosity.

A human skin render

A Depth channel (Z buffer) to be used in post to add depth of field.

And the effect of those layers in the final image

Basic render with the background and the Ivy added

The mask layer is used to control a dirt texture.

Added the human pass controlled by the Point light pass and painted out a few things like the hairline, added direct lighting on the face and chest.

Here is the final result with depth of field. As a rule, when you need to "brighten" (like specular pass, reflection pass, direct lighting etc.) use a screen, soft light, lighten, linear dodge blending mode. When you need to "darken" (ambient occlusion pass etc.) use the multiply or darken mode. Overlay does both (darken where its dark and lighten where its bright).

I hope you enjoyed this making of. If you feel that some points which are not clear enough, please send me a message at: info (at) digitart.ch and I'll answer to you as soon as I can. Thank you for reading! Marc Hermitte

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