Making Of 'Crazy Zombie'
Hi, my name is A. Martín Puentes Rivera (Max) and I would like to thank Jo and the 3DTotal team for their invitation to me to write a few things about the making of my image Crazy Zombie.
This work is part of a personal project: a character design test in high resolution and rendered in mental ray with 3ds Max.
Modeling & Texturing
I started modeling a simple mesh in 3ds Max (Fig.01). I had a clear concept in my mind for this character, but it was also fun for me to experiment during the modeling process.
After modeling the initial mesh, I was happy with it and so I went on to use the basic 3ds Max tools to unfold the UVs.
I exported the models as .obj to ZBrush, as Subtools, so that I could add detail and refine all the model parts (Fig.02 - 03).
I used these brushes for sculpting: Standard, Clay, Clay Tubes, Pinch, Move and Smooth.
For head, I painted the texture base in ZBrush with Polypaint, and after I exported to Photoshop for retouching (Fig.04). The same process was used for other parts of the character.
I used Decimation Master, to reduce the number of polygons, and after I exported the models as .obj to 3ds Max.
Shading & Lighting
Once the basic textures were done, I put a standard material onto the model and started with lighting in Max (Fig.05).
I used one skylight (hdri environment) and five omni lights with area shadows. The render was done with mental ray.
I created the materials for rendering with mental ray. I used SSS fast skin material for the head, gums, tongue and toy bear. For the other objects, I used standard materials with a mix of textures that I painted and prepared in Photoshop (Fig.06).
In camera options I added Depth of Field (mental ray) for rendering. In Photoshop, I merged, the render image, Ambient Occlusion (in multiply mode), and center interest layer in normal mode) to add more atmosphere to the composition.
After this I played with the levels and the transparency in Photoshop to get the final image (Fig.07).
In the near future, I hope start with mesh retopology, and apply displacement maps and the normal maps, to get a new version of this character prepared for rigging and animation.
Thank you for your time, and thanks again to 3DTotal for the support!
Fig.08 - Final Image