The skin texture(Fig.13)was created by using images from the web and some parts were also hand painted. The Cavity Map was overlayed on this to make the texture pop out more.
(Fig.13)
The Normal Map can be seen in Fig.14.
(Fig.14)
The Spec Map (Fig.15) was the key texture for this model as he was supposed to look slimy and wet. He also had to have drops of water rolling down on his face and body, so I really had to push the feeling of wetness. Tip: you could add a bit of blue to your spec map to give more realism.
(Fig.15)
The shader I used was a basic blinn which was attached to a ramp and which gave a bit of redness to areas of darkness (fake subsurface). I would have used a subsurface material, but using a blinn gave me a bit more freedom to make changes faster. I also wanted to have the renders done quickly and so I kept it simple.
For the base of the model, a similar approach was used. I focused mainly on the Spec Map to get a good moss-like texture.
My lighting setup for the image can be seen in Fig.16.
(Fig.16)
3DTotal
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A Beauty (basic render), Occlusion and ZDepth pass were rendered in various passes and then combined in Photoshop. The Occlusion pass was multiplied with the Beauty pass and a lens blur filter was applied to the ZDepth pass.
The final model can be seen from different angles in Fig.17 – Fig.19.
(Fig.17)
(Fig.18)
(Fig.19)
I hope this Making Of was helpful to you, and could be of use in your own creations. You can check out my site at www.rohanoka.comfor more images and past/recent work.