Behind the Scenes: First Ray of Solar


Hi there everybody, my title is Carlo Gioventù, and I’m a college professor in Italy. Over my 35-year profession, I’ve used a ton of packages, and I ultimately landed on Blender, which I train in class and use professionally.

I’ve been coping with pc graphics since 1985, beginning with a Commodore 64, then shifting on to a number of Amigas, many PCs, the fantastic Softimage (<3), and eventually Blender. At present, I’m a tenured professor on the Brera Academy in Milan, instructing 3D pc graphics and recreation growth.

An enormous hug to all my present and former college students around the globe!


I used to be impressed by a picture created by Ilya Ozornin.

 The problem I confronted was making an attempt to breed the poetic high quality of the illustration, so I aimed to create one thing that was a mix of each realism and illustration.


I wished to experiment with varied strategies on this picture, resembling utilizing high-poly and vertex shade fashions along with low-poly ones in subdivision surfaces and textures.


The “Lion” is a high-poly mannequin that was sculpted from a sphere and coloured in vertex shade. Under, you possibly can see the shader the place I attempted to make use of varied shade attributes to create the mannequin.

Sadly, the colour attributes don’t appear to assist the alpha channel for transparency, making it fairly tough to make use of colours in overlapping layers.


For the clouds, I used mesh to quantity, the place I sculpted the tough form of what I wished to realize with polygons after which utilized the modifier. 

Subsequent, I used two quantity displace modifiers to refine the perimeters of the cloud.


Blender’s new hair system may be very versatile and straightforward to make use of. Nevertheless, you’ll want to watch out as a result of it requires a UV map to work.

For the Lion, I created a low-poly model to unwrap and generate the hair.

For the reason that new hair system is predicated on the nodal programming system, I experimented with managing fur and hair by multiplying them in strands, which made it simpler to rearrange them as desired.

I’m attaching the picture of the node scheme.


The background was only a airplane with a picture of a golden hour sky on it.

The lighting was pretty easy, with a solar lamp for the directional gentle and two level lights on the feminine character for including a glow on her.

For the ultimate render, I acquired assist from my companion Biancamaria Mori in fine-tuning the lights and the render. I like you, child.


Thanks for studying my article and hope you favored it. Be happy to observe or contact me on social media utilizing the hyperlinks beneath.

Have an incredible day!

Concerning the Artist

Carlo Gioventù, a professor on the Brera Academy in Milan, specializing in 3D pc graphics and recreation growth.