Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4
Making Of 'Hellboy'

By Rodrigo Sória
Web: Open Site
| Your Rating:
rating star fullrating star fullrating star fullrating star nonerating star none
(12 Votes)
| 151129 Views
| 0 Comments
| Comments 0
Date Added: 9th October 2013
Software used:
Photoshop, Softimage, MODO, ZBrush, Misc

Lighting the model

I then began lighting the model without the materials added. I used 4 lights to light the scene. 3 were positioned on the back of the model with different intensities and different warm and cool tones to create a mixed atmosphere in the scene. I used a light directly in front of the model too, with a low intensity.

1791_tid_07.jpg
The lit un-textured model

Dealing with maps

I then made all the adjustments and started to configure the SSS materials such as metal and fabric. This was a little complicated because I did not want him to absorb every detail of the maps that I had exported.

For the face, I utilized the Normal and Displacement together, which is not widely used by artists, but I wanted to highlight the details in Hellboy's face. I set up the SSS to stay very soft, so it didn't absorb both maps and still preserved the details I wanted.

Then I started refining the skin texture by generating maps of the Epidermis, Lower Dermis, Upper Dermis, Oil, Bump, Reflection and Specular maps. With all the maps made and applied in the model, all I needed to do was refine the materials and tweak the appearance to texture the face.

1791_tid_08.jpg
Maps for the skin texture


The other textures

The remaining materials and textures were much easier to apply – especially the refined maps, buckles and clothing.

Once I had finished the other items, I applied the model textures in each of the areas on my model. With all the textures in order and the materials already set, I went to work adjusting the lighting so that the materials and textures responded the way I wanted them to.

Once everything was placed according to my direction, I positioned my camera in the final model to generate render passes.

1791_tid_09.jpg
The first render base for Hellboy





< previous page next page >

 
1 | 2 | 3 | 4
Related Tutorials

Tutorial

Gallery Image.



Keywords: 3ds Max, ZBrush, Photoshop, V-Ray, character

Go to tutorial
rating star fullrating star fullrating star fullrating star halfrating star none (4)
Comments 0 Views 5246

Tutorial

Gallery Image.



Keywords: MODO, AMD, Character, Male, Tutorial

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 4722

Tutorial

Gallery Image.



Keywords: character, male, stan lee, comics,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 3 Views 21633

Tutorial

Gallery Image.



Keywords: character, male, stan lee, comics,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 3 Views 35837
Readers Comments (Newest on Top)
avatar
(ID: 244722, pid: 0) JK on Sat, 11 January 2014 9:47am
this is very great tut
Add Your Comment