Black Pearl Treasure - Modeling Tutorial

While in top view, create a backdrop item. Set Projection Type to "Top" and load the reference image into the Image slot. My reference image was found on Google (Fig.01).

Fig.

Fig.

Start modeling with the Pen tool, with Make Quads ticked (Fig.02).

Fig.

Fig.

Follow the lines of the reference image. Adjust the shape by the vertices and then assign topology to the skull (Fig.03 - 05).

Fig.

Fig.

Fig.

Fig.

Fig.

Fig.

Use the Thicken tool to add thickness the shape and Loop Slice to define the edges (Fig.06 - 08).

Fig.

Fig.

Fig.

Fig.

Fig.

Fig.

Add a circle and use the Thicken tool and Loop Slice. Now we have the base of the medallion (Fig.09 - 11).

Fig.

Fig.

Fig. 10

Fig. 10

Fig. 11

Fig. 11

Add detail with a radial array (Fig.12).

Fig. 12

Fig. 12

With Solid Sketch and the Pen tool, add interior details (Fig.13 - 15).

Fig. 13

Fig. 13

Fig. 14

Fig. 14

Fig. 15

Fig. 15

Then add spheres and toroids for the finishing touches. For the hook I would recommend using the Pen tool again (Fig.16 - 19).

Fig. 16

Fig. 16

Fig. 17

Fig. 17

Fig. 18

Fig. 18

Fig. 19

Fig. 19

Here's a test model (Fig.20).

Fig. 20

Fig. 20

I'm using the modo UV tool (a great tool) for all the pieces. Here's an example with Atlas projection (Fig.21).

Fig. 21

Fig. 21

I've only used one HDR image for some lighting tests with basic materials (Fig.22 - Fig.24).

Fig. 22

Fig. 22

Fig. 23

Fig. 23

Fig. 24

Fig. 24

Use these maps and these setting to define the medallion materials. A Bump map has been used in the diffuse amount channel (Fig.25 - Fig.26).

Fig. 25

Fig. 25

Fig. 26

Fig. 26

For the plan I'm using a picture taken from Google, which I've then hand-colored (Fig.27).

Fig. 27

Fig. 27

Use a HDR image with two luminous panels (red on the right and blue on the left), and Luminous Intensity set 5.0w/srm2 for the blue and 6.0w/srm2 for the red (Fig.28 - 29).

Fig. 28

Fig. 28



Fig. 29

Fig. 29

In the luminous panel material add a shader with the following settings (Fig.30).

Fig. 30

Fig. 30

These are the settings for the render and the final output color. The Gamma is set at 1.2 for a dark scene. I have also activated the bloom (Fig.31 - 33).

Fig. 31

Fig. 31

Fig. 32

Fig. 32

Fig. 33

Fig. 33

For the final image we can use box modeling and the Pen tool to create the other items included in the final scene (Fig.34).

Fig. 34

Fig. 34

Export the final color and ambient occlusion output and import the image into Photoshop. After that, superimpose the Occlusion channel on the final color. In the occlusion level go into channels and select everything (Fig.35 - 36).

Fig. 35

Fig. 35

Fig. 36

Fig. 36

Here the dark parts of the image are selected (Fig.37).

Fig. 37

Fig. 37

Invert the selection and with the active selection, create a new layer (Fig.38).

Fig. 38

Fig. 38

Now we use the Bucket tool bucket set with a black color. Click on a new layer (Fig.39).

Fig. 39

Fig. 39

The occlusion image created is now ready to be superimposed on the final color output in Soft Light mode (Fig.40 - 41).

Fig. 40

Fig. 40

Fig. 41

Fig. 41

And here's the final image, with slight color correction (Fig.42).

Fig. 42

Fig. 42