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 I started off by dissecting the
entire scene into various elements, and then worked on
them individually. The first was the background with
trees shrouded in fog; the second was the palace and
various architectural items, and thirdly the trees for
the foreground.
I created the sky by modifying
and merging five different photos in Photoshop. The
pigeons in the sky were created simply by drawing
profiles with splines in different phases of flying,
which I then converted to polygons. I saved these
profiles as Targa images and used Photoshop to clone
them where I wanted them.
The trees were created
simply with flat planes using projected textures for the
details. I arranged them in order of their individual
height from each pivot. I then placed them on a surface
using Align (front first, then rear).
During the
modeling process, I paced myself by dividing the process
into logical stages and focusing on them one at a time.
Modeling each piece, mapping it and creating a basic
texture immediately for each. I created this image while
working on another commercial project so I had to put it
aside and return to it a month or so later. I realized
then how valuable my working process had been because I
was able to pick up exactly where I had left off with no
problem.
Almost the entire building and
neighboring constructions in the image were derived from
primitives, while the statues were constructed via the
Editable Poly method. These were all Meshsmoothed once
finished. I used splines to make the boat and then
applied Cross Section and Surface on it. Finally I
converted it to editable poly and finalized the
details.
The rocks are polygons too. In some
layers I added Noise and Displace, and then used a
combination of Meshsmooth with Classic Choice of
rounding, instead of NURBS. Finally I used Displacement
Approx, because there is no Displace implemented in
Brazil 1.2.
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