The Gates of Hell
by Mario Russo


Then the umbral was made using spline corner and then extruded to get the shape desired to work on. The umbral would not be seen too much, so the preliminary test with lightracer was made with a couple of the human figures available to see how it was going to be.


The image show the umbral test now more smoothed because I wanted to improve the details at the same time,I was not so sure about how much of the umbral would be seen on the rendering as far as the human figure should cover almost the whole umbral.



Then I tested the other side a little bit as well as new details on the top made with cut, extrude, welding, etc. Even in the tests, I separated the human figures (high polycount) in layers, because I could easyly turn on and off and make the viewport lighter while I navigate and adjust the details, then I went back to camera, and turn on again; it´s a pretty nice way to deal with a lot of polygons.


The image shows the umbral now with a very high polycount optimized because (as I will show during texturing process) it is not so easy to get correct bumpiness when using lightracer. In this stage you can see both the umbral and serpent body and details with displacement.


Then was time to improve the details and make more tests to see how the serpents would integrate the umbral and human figures and the added details on the top, and the big and scary devil´s head. Below image shows the preliminary version of the devil´s head, surely needed more details.


Focusing on the upper part, I turned off the side parts and rendered the now improved head with a lot of details on the umbral and human figures positioned and with the first attempt on making the door base


Below image shows some tests on the wall (chamfer edge and extruding down a bit) if some modeling was needed, a little render with the wall and the door and decided to do not use this on the final version.



Then I started the door. The serpent head is the same, with some modifications as well as the door´s serpent made with spline+loft the same process of the serpent of the umbral. The circle detail was made with a very thin torus, inside another one, the little balls are half hemisphere of geosphere and the triangle as well as upper details are spline converted to mesh with appropriated thickness.



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