Modelos 3D Prontos, Tutoriais etc

TUTORIAIS ------

March 13, 2008


I've made a few quick pose tests and rendered out some "marble" renders. The basemesh was rigged in max using Character Studio and once I had the pose ready, I exported it to an OBJ and imported it into Mudbox as a "layer". The "Import as Layer" is another cool feature that really helps you sculpt regions that are otherwise inaccessible in a particular pose. For example, I opened up his mouth in the basemesh, imported it as a new layer and detailed the mouth.

As for the "Marble Renders", they were basically simple VRay renders [Standard White Material] with some postprocess in photoshop.



Texturing the Body

Before I started the texturing I chose a green color scheme that I liked a lot from a T-Rex sculpt. I wanted to have a blend between human and reptile skin and also wanted to tryout the SSS Skin shaders this time.
I took my NormalMap [which I had generated from Mudbox] and used it as a baselayer in Photoshop to work on. I had many versions of the texture and it was initially all out of place as I had no clue where I was going with the textures/Skin Shader. That’s when I was suggested to do a rough paint over of what I wanted over one of the mudbox screencaps [Thanks to Heber!]. It was really helpful as I got a clear picture of how my final texture would look like. I made a dark green color scheme with tattoos and stuff going on, but I had to scrap it at the last minute as I lost control over my diffuse texture....I didn't organize my layers well in Photoshop and it proved to be expensive. So I've scrapped it and started all over, this time with an organized set of layers that gave me full contorl over all the elements of his texture. I've also based off the Skin Shader on Marc Mordlet's excellent VRay Skin material. The bump map included my normal map and an additional bump which had a tiling skin detail it. The specular map was based off my Color map. Basically it was the inverted color map with a lot of dodging and burning in photoshop.

I was finally happy with the body textures when I got it to look like what I imagined it to be.



Texturing the Armor

Before starting on texturing the armor, I had the basic color scheme knocked in. I wanted an "Egyptian" feel to the textures, so it was mostly brown. I chose to have a dragon-hide/leathery organic armor. No metal. I also wanted some glowing runes over his armor to break the otherwise plain feel. I couldn’t get the runes properly in max, so I chose to do it in postprocess.

Many people felt that my texture job didn't do justice to the modeling. But at the end of it I was happy with what I've learnt along the way and with what I've got for a final texture. I'll surely try to improve upon this in my future projects. This is also the reason why I'm not going very deep with this part of the walkthrough.


Posing, Lighting and Rendering

I wanted to convey the emotion of a warrior thinking about his battles...and it was hard. I had to go through many poses before I finally settled for this one. I've used the same pose in both the composites.

For the lighting, I've used 3 Vray lights [for the Key, Bounce and Rim lights]. My friends Dan and Jignesh really helped me get a better idea about lighting a scene.

The renders were made with the "Medium" setting of VRay's Irradiance Map, everything else was at defaults.




Compositing

I wanted a Blizzard-esque feel for my final scenes. The first background was my first attempt at making a matte and the 2nd background is an actual photograph taken by Allan aka deviantanonymous from Deviantart.

The post-process basically involved some hue shifts and quite a bit of touchups in photoshop. When I've made the blue toned variation [it was inspired by 300] I really liked it as it conveyed the mood I hoped to get for a final render. And that was when I called it done.





Final Renders








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