INTRODUCTION
Hello, my name is Tommaso Sergi, and I am a 25-year-old Graphic Designer and 3D Artist from Italy, currently based in Turin. I began my creative journey months before starting university. I have been using Blender for about four years, and I currently work as a 3D Artist in an architecture studio in Turin.
INSPIRATION
The inspiration for this artwork comes from fantasy imagery, like many of my personal works. I wanted to represent an unknown object formed by geometric clouds. The figure of the hooded man is typical of fantasy and, in this case, represents a seal-keeper. The entire scene centers on the breaking of the seal and the mysterious light emanating from within.
MODELING
The scene is composed of a plane on which particle systems have been distributed. The small structures, such as the lanterns and cylindrical staircase, were modeled directly in Blender.
TEXTURING
The primary shader used in this artwork is that of the "SEAL." I joined a series of cubes to which I applied a principled volume. The volume density is controlled by a series of mathematical nodes and a noise texture.
LIGHTING
The light in the scene is made up of two area lights that create the cut of light I wanted.
MARVELOUS DESIGNER
To create the "Seal Keeper," I used a Daz3D character. After putting it in a pose, I created a quick dress using Marvelous Designer.
POST-PROCESS
As in many of my works, the "real" magic happens in Photoshop. After rendering with Cycles, I saved several render passes to be used in Photoshop to achieve the desired effect and have more control over the final work.
Here is a GIF that best summarizes the finishing process in Photoshop.
RENDER - The Seal
Thank you for your time, I hope you enjoyed reading this article and learned something useful from it.
Have a nice day!
About the Artist
Tommaso Sergi, a 25-year-old Graphic Designer and 3D Artist from Italy. Currently based in Turin and works as a 3D Artist at the BUILDING architecture studio.