Pirates, All Aboard!

Digital Artist Mahmoud Atashi share the making of his latest project. All done in LightWave

Posted: Mon 18 Jan 2016

How amazing the LightWave artist Mahmoud Atashi can be when it comes to create some impressive and lovely 3D characters! Expressing his creativity through the power of LightWave 3D, Mahmoud reveals to the LightWave Community the amazing process of creating his latest 3D work, the Octopus Project.  Prepare to be boarded!

Mahmoud: Hi there!
For this project, I decided to use a ship model that I've created a long time ago. It always feels great to work with the LightWave, especially for Texturing, Lighting and Shading. Time to render!



Texturing: LightWave's texturing workflow is pretty amazing:  in a short amount of time, you can apply very complex textures and get some great results very quickly!

For the ship, I used some realistic wood textures. Since these textures were too neat and clean for the ship look, the idea was to add a procedural texture with multiply blending mode as well as a gradient using incidence angle parameter to add a little rim light and get the final look: a scratchy and worn wood.

To texture the creature, I first used a displacement texture. But it doesn't look great... Since I wanted to add more details on some part of the body, I decided that, instead of going back to a sculpting application and having to recreate the same process, I should use a weight map on the parts that needed more details. I used this weight map to drive the procedural texture. It did a great job and saved me a lot of time!

Lighting: To illuminate / to light the scene, I used a distant light for the key light and sphere lights for the lanterns. I used also lights in a lot of areas to mimic the bouncing lights. Using lights in LightWave gave me lots of control: the way you can adjust the falloff distance really helps you to make a dramatic lighting!

Shading: For the creature, I used the SSS II shader connected to the diffuse shading channel. It is pretty amazing to see how fast you can get great subsurface scattering effect!

Rendering: For the rendering part, I used LightWave's native renderer without GI. I've created a depth channel using fog, and an AO channel for composting.

Raw RenderDepth ChannelAO Channel

other Works from Mahmoud Stashing