Art Spotlight: Hobbit Diorama

Back to overview

image

In Art Spotlight, we invite Sketchfab artists to talk about one of their designs.

Hi everyone! I would like to show you the process on how I made the Hobbit Diorama, but before that let me have a brief introduction.

I’m Clare Adonay, 3D artist in the field of asset/character creation for gaming. I’m a member of Silhouart Game Studio, we create AAA and mostly handpainted texture style. You can check out more of our work in our facebook page: SilhouartGameStudio.

Now onto the process! I got hooked to the movie and the setting was amazing so I decided to make a fan art showcasing my favorite scene. I started to collect references from the movie and river photographs. I didn’t include all characters, instead I focus only on those who made remarkable moves.

Diorama Specs

Poly count: 10,410
Texture size: 1024 x 1024

image

I made my own color palette and see if it fits to each other to create attractive color schemes.

Assets texture process (Tree)

image

I exported the mesh I modeled in Maya as an .obj file and imported it to Photoshop. Using 3D tools, I painted directly to the mesh. Here’s a step by step process how I textured the tree:

Go to the texture map and fill it using the basic color (brown). I go back to 3d mode and drew the lines of the tree then I added some highlights. I merged the darker color and lighter color using color pick and paint it patch by patch using watercolor brush. Lastly, I added some colors relative to the basic color.

image

The left image looks OK, but for some reason it looks dirty together with the other trees, so I decided to change the style. I use Filter Gallery, then paint daubs, sharpen, and a little bit of curves.

image

Assets texture process (Rock)

I sculpted the rocks in Zbrush and duplicate it, resize, position, and some adjustments. Then I imported it to Maya and did the retopology and UV.

I baked the AO first before I start painting, clean up a bit, add details like edging. I change the color using Gradient map (a mixture of bronze and purple). I also added patches of different colors on the top layer using Overlay.

In image 5 below, I painted the grass and river. In image 6, I baked Lightmap and apply it using Linear Dodge. And finally, I added the leave’s shadows and final adjustments such as Curves and Hue / Saturation to equalize the whole scene.

image

Texture map is 1024 x 1024 and texture size for each character is less than 256 x 256. Some white areas in the texture map are filled with water splashes (which I didn’t include in the final diorama).

image

So far I am happy with the result. And if you want to see more diorama just like this, check out Silhouart. Also, please do check out my Personal Portfolio. I would like to thank Sketchfab for giving me the opportunity to share my artwork.

Thanks Clare!

About the author

Bart Veldhuizen

Community Lead at Sketchfab. 3D Scanning enthusiast and Blenderhead.



No Comments

    Related articles