I am Alex Trevino, a self-taught digital artist from Monterrey, Mexico. I've worked on different projects, from advertising commercials to feature films. My passion lies in creating stylized and dark 3D caricatures.
This project is a collaboration with Adobe Substance and is based on the Barbershop concept by the artist Nikolai Lockertsen.
This concept has a powerful and funny emotion, an incredible dynamic shot using a Dutch camera angle, clear tone values, and an anamorphic camera format. That's why I chose this artwork.
- CPU: Intel i7-7700K
- RAM: 64 Gb
- GPU: GTX 1080
- Tablet: Cintiq 22HD
- Blender 3.5 / Medusa Nodes Addon & TexTools 1.5 Addon
- Adobe Substance Painter
- Adobe Substance Designer
- Adobe Illustrator
- Adobe Photoshop
I start modeling the project in Blender, focusing first on the most basic shapes and gradually giving more detail to each area.
Then, I focus on getting all the UVs as good as possible because all the textures reside on this canvas.
In this project, I divided the meshes into three groups: background, midground, and foreground.
For texturing, I always gather a lot of reference images. I look for them on Pinterest, Google Images, and other sites. Also, I use PureRef to collect all of them in one place.
Instead of trying to draw certain things inside Substance Painter, I prefer to create alphas in Adobe Illustrator. This way, you have more control, and the images are sharper. These are 4K images in Black (#000000) and White (#ffffff).
There are some limitations in texturing. You cannot add a fresnel effect to a texture, but you can achieve this with a shading technique. In short, use shading techniques to control the behavior of the surfaces.
I used the wine's exported texture (Left) in this project and added some shading techniques to get the final version (Right).
I used the Medusa Nodes Addon to create the hair on the characters. This addon uses Geometry Nodes as a base system, so you can modify it if you understand GeoNodes. This system takes a lesser amount of memory to create a complex hair system.
LIGHT GROUPS AND RENDER PASSES
I used the Light Groups option to divide the lights into different sets and added different render passes to fix or improve some aspects of the render. Then, I exported all of these passes into one EXR.
With the finished render, I open the file in Adobe Photoshop, perform color correction, work with the light groups and render passes, and try some LUTs to give it a cinematic look.
RENDER - Barbershop
Thank you for reading. Feel free to ask any questions, and if you like my work, follow me on social media. Have a great day!
Alex Trevino is a self-taught 3D independent artist. He is dedicated to visually narrating captivating stories through his work.