Making of Hell Yeah!by Vaclav Krivanek, Czech Republic Web: www.washek.com
Then I start working with the model in max, just setup some basic lighting and composition to more define the final scene, I also use some basic rig to play with pose but now I am mostly using transpose in Zbrush to pose my characters. Here is some final setup of lights, pose and camera.
Then I start with some texturing in Photoshop. I played a lot with layer blending, just take some concrete photo and blend it nicely to the texture or so, face area is made from many pictures of people and repainted and blended together. Sometimes is good to take one channel from normal map and multiply it into texture, like this you can increase some fine nice detail. I didn’t actually play a lot with parts which won’t be visible in the final render.
Here is the final diffuse texture:
I’ve also used some SSS, some specular and reflection masks.
I am using Brazil v2 render system and at that time I had some beta version where included displacement won’t working well, but brazil can handle many polygons so I’ve used Normal displace modifier in max where I put my displace from Zbrush, then just put some turbosmooth on level 3 to get almost same result as some MTD.
I’ve used just 3 lights and very small amount of GI, one main from left with shadows casting and two others not so intensive to see some contours on the head without shadows.
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