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Mix techniques in a CG illustration

Silvia Fusetti uses a combination of 2D and 3D software to quickly create high quality images...

I’m going to explain to you my usual way of working on digital images such as this, Barbarian Warrior. In ten years of working with CG I’ve used many different software programs, and have had the chance to work out the advantages and disadvantages of each application. Like many of you, I often have to create illustrations in pretty tight timescales, so I’ve had to learn to employ a multitude of techniques in order to achieve the optimum result in the quickest time possible.
When planning an image, I try to think analytically of its separate parts and then determine which would be the best and quickest techniques to use. Once all the various elements have been thoroughly planned, I can then begin work on integrating them.

This method can be hazardous if we don’t stick to a constant guideline that has to be set up from the beginning. This basis is really important because it provides an ever-present reminder of the fundamental characteristics of the image we’re working on: direction of lighting, volumes, perspective and the position of every single element. If we didn’t follow this important reference during the implementation process we would be at risk of creating bad harmony between the various components of the design. We may well end up with high-quality individual elements, but if the overall image looks ugly then we would’ve failed in our task.

A positive outcome depends very much on the balance of a design, so try not to get bogged down with attention to detail.

From issue 20.

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