r[E]volution Ch. 9, p. 12-15
🕑 Added 2017-10-10 01:22:52 +0000 UTC Gwok, I don't like the process I used for the background here. Took WAY too long, and didn't feel very comfortable. Yet while toiling away, I did get ideas for the next set of pages, so there's never a total loss.Thanks for everyone's patience with this set of pages! Good to be back on track after RTX, a shift change and a hurricano.
Ooo, spooky fog.
Comments
Myshu
That DOES become an issue as backgrounds get more detailed (it was worse before the fog, haha.) Some selective lighting/shading is one trick to help, though it does make me wonder about ways to make backgrounds simpler and more effective (plus just, y'know, easier.) Thanks!
I love the ethereal atmosphere. But... I do get the impression that the backgrounds are so good, they're starting to compete with attention on our heroes! I'm thinking you could try bringing the background light down a little and put your hero areas (or heroes themselves) under gobos. Just to keep the backgrounds looking hawt, while integrating your heroes with the environment. What do you think?
Myshu
That's right! I build a set with the most prominent props/features and shadeless materials, and then paint onto the renders. I used to only use 3D for the characters, but I've recently tried to branch out and do more backgrounds in Blender.
Shantyland
Your process makes for such an interesting look! So you basically model out a scene to use for any bg shots needed for the comic??