This 76 page e-book provides a detailed account of building, texturing and lighting the interior of a Gothic Church based upon a concept painting. This series of tutorials will begin with the key principles and techniques used to model the environment before moving on to a chapter dedicated to creating a gargoyle in ZBrush – the focal point in our scene. Here the author will start by creating a rough body form using ZSpheres and move through the numerous sculpting phases and modeling the details for each part of the character, highlighting the various brushes and tools used throughout. Texturing the scene will follow on from this chapter and cover mapping and unwrapping of principal areas before moving on to part four which will
concentrate on lighting and rendering and how to save out various passes for use in the final chapter on post production.The series will culminate in a final still composited in Photoshop, utilizing the various passes from the previous chapter and represent a 3d interpretation of our original concept.
1 - Modelling the interior This tutorial will outline some of the prominent approaches to building the church interior. We will cover some of the key methods and modifiers responsible for creating the scene and core geometry.
2 - Sculpting a Gargoyle in ZBrush Will focus on the creation of the gargoyle which will be mounted on one of the columns. This tutorial will orientate around ZBrush and its powerful sculpting tools and show how a detailed model can evolve from simple ZSpheres.
3 - Texturing This part will detail the texturing phase of the series and deal with mapping and unwrapping key areas of geometry alongside the gargoyle.
4 - Lighting & Rendering Lighting and rendering will be the focus in this tutorial. Light rigs and a variety of render passes will be explained in readiness for part 5; the post production.
5 - Post-Production in Photoshop This the final part of the series will show how the various render passes are composited in Photoshop to create a final render. An account of some of Photoshop’s tools will show how versatile this approach can be and show the value of multiple passes for post production.