Last time I showed you the unretouched render that Poser 11 created. As you could see, the basic shapes were there, but it was nowhere near a finished illustration. It lacked detail, and anything that would really give it a sense of scale. Not to mention the cave near the top where the dragon lived.
So, I then started on a process that surprised me with how long it took to get something solid that I really liked. Oh, I was able to generate a few images that were kind of close to what I wanted, but since this was the first page of the story, I really wanted to make an impression with it. Plus, even though my deadline was rapidly heading toward me (so much so that I was pretty darned sure I was going to miss it), I spent the extra time to figure out what I wanted and how to get it.
Here are a few examples of the early drafts that I was able to create.
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1. My first attempt at page 1 Note the dark shadows on the distant mountains and the tick horizon lines. |
This first look (and all subsequent designs) include a hand-drawn trail going up the side of the mountain to a small cave opening. I struggled for a long time as to whether there should be a path leading directly up to the mountain, or off to the side. I finally decided to forego logic (why would anyone in their right mind make a road leading to the home of a fire-breathing dragon?) and just focus on the illustration itself. The composition was simply stronger with this path, so it stayed.
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2. This was a very experimental look, with a very strong tint of gray sand and a less dramatic sun effect. |
My first attempt at darkening the sand was promising, as it made the road really stand out and enhanced the sense of "dramatic scale" that I was striving for. Alas, it was just too dark. And when I showed the illustration to some people at the Daz3D forums, they thought it looked more like a vortex than the sun, so this experiment was very short lived.
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3. A later attempt. Note the thinner horizon lines and the obvious addition of the gray tint to the sand. This helped make the road "pop" more, but ultimately I didn't like the effect. |
Other experiments included lightening the sand, editing out some of the ground lines, and working to add another layer of shadow the dunes. This one survived for a long time, but I ultimately decided that the ground was still just too dark, so I scapped it and moved on.
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4. Getting much closer to the final version. Note the addition of the mountain's shadow, and toning down the shadows on the distant mountains. |
The image above (No. 4) is very close to the final piece. I added the ground shadows to the dunes, leaving the barren sands mostly white. And, of course, the mountain's shadow helps deliver the "pop" that the previous "dark sand" versions did. I also simplified the plants in the foreground, and greatly lightened the distant horizon. As I said, a lot of work, but I'm finally mostly happy with it, and that means I was finally able to move onto the interior of the cave.
Next Time: Building a Better Cave