The only minor airbrushing is applied to the hair and feathers, and a couple small composite mask bleeds around the rock. Final renders we created in Maya Mental Ray and composites in Photoshop. Textures were started in Photoshop and finished in Zbrush and Cinema 4D Body Paint and are all hand painted. If the task involves modeling creatures or people, Blenders sculpting tools are. The models were started in Maya and finished in Zbrush. This makes Blender the better choice for character modeling as well. Trying something new here and decided to give live streaming a go I did a few test casts last week and I have to say I really like the format of a live stre. I decided I finally wanted to wrap up this project so I spent a week wrapping it up and putting together renders for this composite. A successful character begins with solid conceptualization and then is made practical by a model that has an optimized geometric build suitable to bend and. It took me down some rabbit holes between not having a strong enough computer to complete the sculpt at one point, obsessing over color detail from all angles thinking about maybe a 3D print or animated poster which lead to wanting to attempt a real hair sim (which ended up being a deep deep rabbit hole, but I settled on a sculpt with a little paint over in the final image here). It’s always been my experimental piece so a lot of the stuff on here I hadn’t tried before at the time. Ihave no idea how long I ever actually spent on it but probably way too long. I started this project a long long time ago and have worked on it on and off. I wanted this image to fall somewhere between surreal and realistic much like the character and comic do, so hopefully it achieves this. The Maxx is a very abstract character that changes form quite a bit from image to image, but this my culmination of the character existing in the Outback of Pangaea.
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