Concept Design & Inspiration

Concept design, creativity and inspiration from swedish designer Mikael Lugnegård

Posts Tagged ‘Lugnegard


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Written by mlugnegard

September 27, 2010 at 9:35 pm

Tokyo Rider

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Written by mlugnegard

August 27, 2010 at 9:08 pm

Before & After

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How much do you actually do in Photoshop?
What kind of work do you do in “post production”?
Is there alot of differance after you have “tweaked” the image?
Is it really worth the time and effort to go into Photoshop after the renderingen is completed…?

I consider my renderings that come from Hypershot, Vray or Mental Ray to be Raw-images. I treat them just like I would treat a Raw file from my Nikon DSLR (D90). The are a raw material that deserve alot of pixel brushing and color polish. I really love this process since it allows me to be very creative with colors, textures and details, it´s just so much fun!

The creativity doesn´t end when the rendering is complete and Hypershot says “Done”. This is just one phase in the imagemaking process. Post production/Compositing/Mattepainting are vital parts of the imagery pipeline. In most cases I tend to use at least 4-5 render passes that gets composited together using masks and blend modes to get the right color, nice shadows  etc etc.

Thanks for reading,


Written by mlugnegard

August 4, 2010 at 10:32 pm

Rendering process…?

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I get so many question about how I do my renders so I thought I´d give you a written summary of my working procedure, I hope it will help you 🙂

1. I build all models using either Maya or Max, it doesn´t matter what app you use. I use polygons for all my modeling just because it´s so flexibel, so simple. When I open up my 3D app I rarely know exactely what to build and how to do it. For that simple reason polygons are perfect for me. They allow me to tweak, bend, stretch, add, remove, bevel, weld, smooth in a way that NURBS never could (at least not for an amateur like me).

When the model is completed I assign different materials to every part of the model and export it as an Obj file.

2. Now it´s time to launch Shot (or Hypershot or Keyshot). I use this renderer because it gives me so much freedom to play with the image. It´s so easy to assign different materials, play around with various HDRI-environments and so on. I usually spend quite some time experimenting to find a good setup. It´s very important to find a good camera angle, decide on what kind of lens to use to portray the design in best possible way.

3. When I have found a setup that I like I output a couple of different variations of my image using different material and perhaps some tweaked lightning. This can be done by simply setting the real time resolution to something like 4k, or just doing straight ahead renders (at high res).

4. When this stage is done all these images are assembled into one file Photoshop. Now I start to select which colors and shaders that work best together, I play with different blend modes, do alot of color correction to the individual layers and just have fun. It´s important to find a well balanced color palette, to tune the curves to get good values etc etc.
When this stage is done I start to add textures, paint in new details, fix errors and remove ugly render artifacts.
This stage is probably the most fun, it´s great to watch the image come together with all details, textures and light corrections.

5. When the image is done, or kinda done, I make some final grading and apply some different sharpening techniques (High pass, Unsharp mask and paint daubs).


This was a very short and compressed note about my rendering process but I hope it helps 😉
I will probaby do a short video covering the same process pretty soon, so stay tuned 😀

Written by mlugnegard

August 3, 2010 at 10:59 am

Hot Rodder

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I thought it was about time to show some of the stuff I put together for the NVArt Accelerate competition. It was a great challenge and so much fun!

Written by mlugnegard

August 2, 2010 at 10:53 pm