Build the boat of Charon, start from a simple plane
step 2 of 22
Create the shading domains on the figure. Repeat the process for the other figures in the 3d design
step 3 of 22
Cut the figure in half and extrude / manipulate till you have an acceptable half, duplicate and well together
step 4 of 22
Create a very basic figure from which to develop all figures in picture: charon, gohsts and passengers
step 5 of 22
Render & see if it will work
step 6 of 22
First step is some basic design on paper
step 7 of 22
transfer this into a very basic 3d view
step 8 of 22
To end up with a boat what can do the job, apply the shader
step 9 of 22
Shader definition multi channel mixer, get an default woodstructure as blender to manipulate the color.
step 10 of 22
and then some evenings later the boat light is created
step 11 of 22
Adjust the shaders and let it glow to make it warm
step 12 of 22
Creation of the flag, to symbolise the air, wind.
step 13 of 22
Ok the flag is in the wind, but is too clean let have it somehow aged by adding an alpha map to it
step 14 of 22
When all elements are in place start rendering, and adjusting the bulp of the light of the lamp on the boat in order to get the right accents
step 15 of 22
By adjusting the location of the bulp the my whole scene starts to live.
step 16 of 22
almost finalised but sometng is missing in the background.
by adding the some terrain into the 3d design the scene has something to hold on to.
step 17 of 22
Skin shador setting of the ghost
step 18 of 22
Shader setting stole ghost around head
step 19 of 22
Shader setting ghost clothing
step 20 of 22
The mast of Charon's boat is not completely right, I just bend this slightly hardly recognizable. The color of the boat and figures are more on the brown side as the background is more bluish. This also supports the painterly effect.
step 21 of 22
Where to position the light bulb in the boat was one of the key points to give it the final painterly look. It had to create an interesting game of light and shadow. Set it to bright or to far upfront to the figures shadow and light would become to hard. Too far away makes it "dead".