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Behind the Scenes: Deepest

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INTRODUCTION

Hello everyone! I'm Galazi and I'm a self-taught artist from Taiwan.

My first field of study was film editing and then I started to get into 3D. I started learning 3D from CG Fast Track and have been studying for almost a year and a half now, currently focusing on making environmental art.

INSPIRATION

Usually, I get my inspiration from Pinterest, ArtStation, and Instagram and throw in references that I find into PureRef.

But since I've already made a few forest scenes, I didn't look for references this time but used my previous experience and went straight into Blender.

PROCESS

I only used Blender for this time, including scene production lighting and post-composition.

At first, I just wanted to play with some ideas without too specific a theme. The light source would be a triangle.

ASSETS

I did not model this work myself. I used Forestation and BagaPie Assets to fill the environment.

The grass and rocks on the ground were scattered with the Geometry node made before.

LIGHTING

At first, I used a triangle as a light emitter but for this scene, triangles were not well adjusted so I changed the shape.

The concept of object luminescence comes from Max Hay's tutorials on YouTube.

I used a blue lamp because I wanted to create a night atmosphere for this scene.

But for a night scene, only one lamp and one object to emit light is not enough.

So I decided to put a light under the main focus to make more details of the plants visible, and added principled volume.

  • Blue light 1000W
  • Orange light 500W

Principled volume shader

POST-PROCESSING

I use Compositing for glare, color adjustment and vignette, and all my post-production adjustments were done in Blender.

DEEPEST

Thank you so much for reading this. I hope you learned something useful!

Have a nice day!

About the Artist

Galazi, a freelance 3D artist, currently focusing on environmental art.

 

 

About the Author

Avatar image for Alina Khan
Alina Khan

A self taught 3d artist, who seeks to excel in the computer graphics field. Currently a student, freelancer and the editor for the 'Behind the Scenes' at Blender Nation.

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