University of Portsmouth - Animation Yr. 1 - Animation Production Process
When I modeled the background I ran into problems while making the rocks. For some reason I just couldn't get them to look good. To fix that I searched for images of mountains and cliffs and I used them as references.
In my early tests I focused on getting the basic shapes and lights in place.
At first I experimented with HDRI maps that I found on the internet, but I didn't get the results that I wanted. Because my scene was quite stylized I tried to alter the sky map. That didn't work. Probably because of the format of the image.
My next experiments were focused on the sky and clouds textures. To add depth to the scene I added volumetric fog, knowing that it will greatly affect my render times.
While playing with the reflectivity and specular options of the cloud's texture I actually managed to create a nice-looking water effect. I will probably use this in future projects.
At this point I started texturing the rocks. At first I tried to do it in Photoshop, but the results were not good enough. So in order to make these I had to learn how to use Mudbox. Since it resembled Photoshop, it didn't take me long to get used to it. After I used the projection tool to paint the textures I exported the diffuse, bump. and specular layers, which I later imported in Maya.
Because the scene looked still too empty I added basic planes with transparent cloud textures that I made in Photoshop.
It took some trial and error, but in the end I managed to get the transparency and translucency settings just right.
The second background was easier to produce. Because of my artistic decision to have a 'cardboard world', I didn't struggle at all to texture everything. I made a few house models, and then I duplicated them many times to create an urban environment.