I spent quite a long time playing with the angles and the aspect ratio for the main image, as well as her scale. After rendering the angle that looks the most like the final image I decided to double her height, taking her from about 2,500 feet tall to over 5,000. There are also some WIP and test shots as I remembered to actually save them this time, and you can see how I play around with lighting and camera placement to get the final image. You can also see the test shot of her face, which is very similar to the face alt. angle. This gives a good indication of what happens to the figure’s appearance when you make a character grow. As everything is scaled up the model literally becomes bigger, so less light gets through translucent surfaces like skin. In the test (where she is a regular scale) you can see that light gives the skin a fleshy appearance (sub surface scatter). When she is scaled up into a giantess the light can’t penetrate as far so the model looks much more like a mountain would do. It’s very neat and in many ways more realistic, but maybe not as aesthetically pleasing. This is especially true of the teeth, which turn a flat grey when enlarged, and the genitals, which also look very dense and shiny. Sometimes I scale down the rest of the world and leave the main model as normal sized to avoid all this but this can cause it’s own problems. Generally it’s best to work true to scale as it makes all the physics in Blender work better but I treat it on a case by case basis.
Njord
2024-08-20 02:17:49 +0000 UTCPandoza
2024-08-19 22:14:16 +0000 UTCNjord
2024-08-19 19:45:28 +0000 UTC