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Battletech inspired mech Final

This represents a new workflow for me. The modeling and lighting was all done in Blender. Lighting is a sun lamp, Ambient Occlusion and the Sky Texture node. The model was rendered with 1000 passes in Cycles. I rendered out 5 passes (Diffuse color, Bare Metal, AO, Shadow, UV), along with an Environment pass to use as a mask in Photoshop. The 5 passes were combined in PS, with additional metal and rust textures to achieve the desired results. The background is a 2D image of an old hangar. The perspective doesn't quite match, but an additional grunge layer over the top of everything, especially where the feet meet the ground help tie the image together.
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