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17th July 2019
info License: CC-BYPublished by
This file includes the entire lighting, rendering & compositing setup, with the exception of having 3 renders side by side.
The render is divided into 3 render layers to render the character, eyes & floor/background separately. This gives more control over the eye reflection & lighting as well as the ground reflections. These render layers are afterwards put back together in the compositor.
To enable the clay shader and/or wireframes for the render you can find 2 custom properties on the empty object "HLP-turntable_rot". Changing the values for "mat_clay" and "mat_wire" will change the color inputs for rendering in both Eevee & Cycles.
12 Comments
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Kai Müri
23rd July 2019 - 11:49
Looking forward to the course! Thank's for all your work :)
domorestudio
20th July 2019 - 03:16
Excellent, thanks!
Satish Goda
25th July 2019 - 20:34
This is amazing. Cannot wait to learn from the course.
Gemma María Rull
21st July 2019 - 17:18
Hi, Julien. Thanks so much for this new course!. I am ready to start with it! Taking a look at it all now!
bekraf2
22nd July 2019 - 06:08
Nice....can't wait for the course
0x777777
22nd January 2020 - 22:34
I just noticed her hair tie isn't in this one when I played it.
0x777777
22nd January 2020 - 22:36
Oh, it's there... It's in the center of her head. 😂 I found a bug.
Julien Kaspar
23rd January 2020 - 10:31
*@0x777777* Haha. Yeah I noticed it at some point. In the expression file her teeth are also swimming a bit when playing it back. These little mistakes were just left in :D
Stefano Ilario
3rd April 2020 - 22:10
She is amazing! Thanks for your hard work Julien! I have a question. Did you create the clothes textures in blender?
Julien Kaspar
4th April 2020 - 00:15
*@Stefano Ilario* Thanks!
I used some fabric patterns from the Blender Cloud and CG Bookcase (CC0).
Omar Gonzales Diaz
29th September 2020 - 02:08
Hi Julien, I find interesting that the body of rain is not one mesh. But it is 3 parts head, mid body and legs.
What is the reason behind this? Less polygons thus less render time? I've seen other tutorials where to make the clothes they mask a part of the body and make a separate object (the body remains intact).
Julien Kaspar
29th September 2020 - 12:42
*@Omar Gonzales Diaz* Actually the body is still one whole mesh. What is happening in the file is that the body has a Mask Modifier, which hides any parts of the body that are covered by the clothing.
It's not to increase performance but to prevent any intersections between layered geometry when posing or later animating the character.
If you disable the modifier you can see where the body is going through the shirt & pants. This can of course be fixed but it takes more time.