![sun corona with hdr sun corona with hdr](https://wallpapershome.com/images/wallpapers/earth-3840x2160-moon-planet-star-5k-16639.jpg)
Using the Corona Interactive Renderer to see the results, I set up the location and size of the cubes to create interesting lighting. They don’t need any material on them, as they are just there to play the role of “clouds blocking the rays of the sun” and cast varying shadows over the scene. This was why I placed the sun a long distance from the scene itself, because now I can place simple cubes between the sun and scene. This time is beautiful to look at… and a bit daunting too! As the clouds block the rays of the sun, different objects and buildings are highlighted. Life continues even outside the scene and some objects there may still have an affect on the lighting, so I think it is necessary to show them even if they are not the centerpiece of the image.įor this particular image, I wanted the look of the “calm before the storm” – that time when dark storm clouds meet a clear sky, making the sun seem brighter and the dark clouds even darker, with the landscape showing incredible shifting contrasts and colors playing across it due to the fast-moving clouds. Scene can look pretty boring when they are evenly lit. Also, I place the sun a long distance away from the scene itself – more about why later! The render and lighting setup Then I set up a CoronaSun, using the Size parameter to determine the softness of the shadows in the scene. Despite the fact that the sky in the picture is not very bright and doesn’t contribute much lighting, the environment map still specifies the necessary atmosphere and gives a certain variation in color. Selecting the camera angle for the image.įor environment lighting, I used the standard 3ds Max Environment with an HDRI. The main view was chosen as a concept to help the level-designer, and for use in promotional materials, and a top view with parts of the roof visible was also chosen. I don’t have the original thumbnails for the exterior image, but they looked something like this set for the interior of the same location: Interior concept thumbnails.
![sun corona with hdr sun corona with hdr](https://i.ytimg.com/vi/pRc-pmZvQy4/maxresdefault.jpg)
![sun corona with hdr sun corona with hdr](https://d1o50x50snmhul.cloudfront.net/wp-content/uploads/2017/08/16180000/c0360086-total_solar_eclipse_corona_at_totality-800x533.jpg)
After that, I had a simple 3D-blank for locations, and that helped me skip the sketching stage, and I could just do quick renders from different camera angles and with different lighting. In the initial stages of work, I created a few concepts that determined the location of the main facilities and buildings. I didn’t even think about what render engine I wanted to use – Corona Renderer was the only option! From the first time I read about it on the Instagram of Maciej Kuciara, I was impressed by how easy it was to set up and the speed of the renderer. Of course, that took a lot of time and the quality was rather low, so it was decided to use 3D to help the work go faster. The early concepts were created in Photoshop using photobashing techniques. They’re really great, take a look at their works on Artstation if you interested! I was an environment artist on this project and created environment concepts in collaboration with Oleksiy Rusyuk and Max Kiselyov. “Last Survivor” is a third-person session arena game with RPG-elements, a unique mash up of “Battle Royale” game mods, the “Hunger Games” movies, and the “Dark Souls” game series. In this article, I will talk about how I created concept art for an in-development video game, “Last Survivor”, and also about my first experience of creating environments using 3D.įirst, a little about the game. Hi! My name is Fyodor and I am a freelance CG artist from Saint-Petersburg, Russia. We spoke with him about his workflow and techniques, focusing on the steps to create one particular image. Fyodor is a freelance CG artist from Saint-Petersburg, Russia who uses Corona Renderer to create concept art.