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Carpenter's Doorway

I made this to improve my production modeling workflows and to practice getting noiseless partially-lit interior scenes.

It's mostly done in Blender and Zbrush. Some UVs and baked maps, but much detail ended up coming straight from the decimated Zbrush sculpts, w/ polypaint imported as vert color and used as albedo (most roughness was procedural or custom vert paint)

This little composition is actually taken from the amazing physical work of this scale-model builder I found on Pinterest. Check out his other miniatures, they're great!
http://www.presepitalia.it/?page_id=189

Miniatures builders tend to develop really different kinds of beauty than CG art does-- I'm guessing its that the material/workspace costs results in lots of love being packed into smaller-scaled scenes. Instead sprawling ancient cityscapes like King's Landing, she might come up with a gorgeous alleyway or a really funky house/shop/watchtower. I think I'll do more CG based on these!

final shot (rendered in Cycles at 256 samples, took 1hr14m)

final shot (rendered in Cycles at 256 samples, took 1hr14m)

breakdown gif

breakdown gif

very early blocking/lighting/rendering

very early blocking/lighting/rendering

sculpted key stone and wood details

sculpted key stone and wood details

sculpted modular/tiling stonework mesh

sculpted modular/tiling stonework mesh

a version integrated into the wall to be backed down into tiling texture. ended up not using this one as much in the final scene, but it might turn out useful yet

a version integrated into the wall to be backed down into tiling texture. ended up not using this one as much in the final scene, but it might turn out useful yet

sculpted twig / branch debris

sculpted twig / branch debris

misc  sculpted props

misc sculpted props

original concept model (only could find a low res)

original concept model (only could find a low res)