Experimenting with base meshes and cloning objects over surfaces. This is a part of a bigger rendering that probably will contain several characters and objects. The grain is made by thousands of “bricks” (the same that the body is made up of) thrown into the scene with physical depth of field (physical renderer). The grit surrounding it is a simple photo of a concrete wall with a Sof light blending.
This is the same scene but without the concrete grit, and without the physical renderer – wich knocked down the render time to 1 minute, instead of a couple of hours. If this was made for an animation, I would never have used the physcal depth of field, but instead rendered it out with a z-depth map and tweaked it in After Effects.