CGArena - Animation, Tutorials, 3d, 2d, videos  
 
 

Making of the Incredible Hulk
by Antonio Juricic, Bosnia Web: www.3dhr.net/Tonco


Texturing


After completing hi resolution mesh I exported the model as obj file at lowest division level for generating UW maps. I often use Headus UWLayout for this job because it gives me more results in less time. After generating, UW's model is ready for generating normal maps which is important for transferring hi res details to lo res mesh. I also use normal map as template for other maps.



ZBrush also allows you to generate cavity maps which make some kind of fake occlusion map and useful for shading some parts of the model. Details extracted from the cavity map can be used for making spectacular map.

I render my maps at 4k resolution so it can hold all the details necessary for the skin pores and wrinkles. Using generated maps as template I have painted color map also.




For rendering I like to use Mental Ray because of the great sub surface scattering shader possibilities. I just load up maps to appropriate slots in fast skin shader which already comes quite tuned. Besides that I have rendered few more passes like extra spectacular/reflection and ambient occlusion so I could have more control over these things later. When it comes to lighting I like to keep it simple. In this example I use four lights setup, two back light slightly bluish and two front lights also colored but with warmish yellow.


lights

With this kind of setup, image was rendered in 5 to 6 minutes at 3000px in height. Last step is to composite all renders using Photoshop.

I hope you will find this small making useful and feel free to contact me for any further explanation.


hulk

Portfolio - anto-toni.cgsociety.org/gallery

Rate this Making -


Page 1 | Page 2

 
 
 
  Copyright © 2005-2009. All Rights Reserved