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3d art

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Character<br />

Refining the detail<br />

Making the monster come alive<br />

Once the<br />

09 creature was<br />

painted to a certain level<br />

of detail, I st<strong>art</strong>ed using<br />

ZAppLink to export<br />

screenshots into Photoshop.<br />

Using photos and different<br />

brushes, I refined the surface,<br />

giving it a higher res of detail<br />

using the Polypaint work as a<br />

guide. ZAppLink exported the<br />

changes back to ZBrush.<br />

After the creature<br />

10 was complete, I began<br />

texturing the eyes using the<br />

same technique as before. The<br />

fingers, toenails and rocks were<br />

mostly painted with Polypaint<br />

and ZAppLink, and the texture<br />

maps were refined further in<br />

Photoshop with numerous rock<br />

and stone overlays.<br />

2 hours<br />

render time<br />

Resolution:<br />

2,000 x 2,554<br />

Now that the creature<br />

11 was modelled and<br />

textured, it was time to set up<br />

a render in Maya. I exported<br />

out the posed model, base and<br />

anything else at a high<br />

resolution using ZBrush’s plugin,<br />

Decimation Master. This<br />

condenses the creature mesh<br />

from 17 million polygons to<br />

500k for export.<br />

In Maya I set up the scene, imported the decimated<br />

12 meshes and creating shaders for all the geo. I used a simple<br />

rig of about three area lights and one spotlight, an IBL node with an<br />

HDRI mapped to it, and three colour cards for reflections.<br />

UV map<br />

details<br />

Cthulhu UVs were all in<br />

one map for this project<br />

as I wanted to do 80 per<br />

cent of the painting<br />

inside ZBrush. To get<br />

crisp enough details I<br />

recommend blocking out<br />

the main colours with<br />

Polypaint, but this leaves<br />

you with a fairly low-res<br />

texture. I set my<br />

document size to<br />

4,480x3,360 and<br />

zoomed right into the<br />

area I wanted to refine.<br />

Clicking ZAppLink will<br />

export the screenshot to<br />

Photoshop where it can<br />

be edited at high res and,<br />

once saved, project<br />

those details onto the<br />

mesh. This way you’re<br />

only limited in detail to<br />

whatever your UV map<br />

is set up as.<br />

The skin<br />

13 material<br />

was set up using<br />

mental ray’s SSS<br />

shader and the colour<br />

map was converted<br />

into multiple skin layers<br />

such as epidermal,<br />

subdermal and overall,<br />

which were used to<br />

create a translucent<br />

slimy skin. I then<br />

rendered out six<br />

passes, diffuse,<br />

reflection and multiple<br />

speculars and then<br />

comped them all<br />

together using<br />

Photoshop.<br />

147

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