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Making Of 'Talos'

By Emanuel Da Silva Luz
| Your Rating:
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(26 Votes)
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| 9 Comments
| Comments 9
Date Added: 20th June 2011
Software used:
3ds Max, Photoshop, Mudbox, ZBrush

Materials

I used subsurface scattering for his skin (VRayfast SSS2). SSS material is dependent on the scale of the scene, so I made sure to set an according number in the scale factor. Real life skin has two types of specular to it (Fig.11). One has a bigger falloff with a weaker specular hotspot; the other has a much tighter spec and more noticeable hotspot. To get both of them in the same material I used a V-Ray blend material, set the second material to VRaymat, turned  on Additive(shellac) mode and from then had access to my second specular (Fig.12). For my Displacement map I made a 32-bit Displacement map from Mudbox and put it in the V-Ray Displacement mod. 32-bit takes away a lot of the guesswork that you normally get as the information is baked in the texture already. For the armor pieces and the weapon, the materials relied a lot on the textures. I only played with the gloss and a couple of minor settings to get the desired effects; after all it was a modeling and texture competition.

54_tid_fig11.jpg
Fig. 11

54_tid_fig12.jpg
Fig. 12

Lighting and Rendering

I used linear (gamma 2.2) workflow with V-Ray for 3ds Max. In the GI Environment slot I used a HDR image at low settings just to help with the light bouncing. I also used two V-Ray lights, one which was the main fill light which was a bright yellow color, and the other more orangey on the opposite side to soften up the render. I then added a back light to create a strong contour and a couple of small lights to punch up different spots I wanted to pop out more. A V-Ray plane was also used to help with the bounce lighting of the GI (Fig.13 - 14).

54_tid_fig13.jpg
Fig. 13


54_tid_fig14.jpg
Fig. 14



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Readers Comments (Newest on Top)
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(ID: 280741, pid: 0) DreadKing on Thu, 12 June 2014 1:11pm
looks good
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(ID: 186291, pid: 0) Stephane Morpheus on Tue, 12 March 2013 3:46pm
fr: trop nice Elmoooo... continue ton superbe travail. j'espere que tout va bien pour toi aussi. en: Eloooo nice too ... keep up the great work. I hope everything goes well for you too.
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(ID: 153095, pid: 0) Elmo on Sat, 29 September 2012 12:42pm
@araxy You can make the uv's any time you want before making the uvs you just throw the low poly version of each subtool in 3dsmax and unwrap it there and re import it in zbrush and it will take the uv;s you can then take your ao,cavity etc out and multiply them on top of your diffuse map in photoshop Dont remember ,but i think i didnt use xornaml for ao, i think i used zbrush ,,but whatever if u wanted to u could bake the ao in xnormal all you had to do is to put ur model after u uwnrap it in xnormal hope it helps man and glad u found it usefull my friend
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(ID: 144827, pid: 0) Araxy on Thu, 30 August 2012 6:50pm
wow!! this is very usefull! actually, this days i have been thinking of making a character just like this way, but i get confused about the workflow, so in a few words: If i have a model made in zbrush, i have to move it into 3d max and make the retopo for all the subtools? Then make the uvs, the AO pass to create the texture and normals, right? If you have the high ress model from zbrush with no uvs, how did u get the AO and Normal maps from xnormal for your model in 3d max?
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(ID: 46193, pid: 0) Elmo on Wed, 13 July 2011 9:49am
@justb make yourself a scratch brush or download it from the net and set it to white and overlay and chip away when u put it in the bump u have to flip the color to black to get it to make indention
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(ID: 46050, pid: 0) Justb on Mon, 11 July 2011 4:43am
Could you tell me how you did the scratches on the armor? Was that in photoshop? Did you use a specific brush? W
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(ID: 46049, pid: 0) Justb on Mon, 11 July 2011 4:31am
One of my favorite pics on Game Artisan. I'm really glad you made tutorial. Thanks. W
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(ID: 44720, pid: 0) Nufftalon on Tue, 21 June 2011 11:35pm
Elmo is very talented and produces some amazing work he has a drive that only gets stronger. It is truly a pleasure to be able to see Elmo's workflow and I can't wait for more future tutorials from him.
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(ID: 44679, pid: 0) Torch on Tue, 21 June 2011 2:59pm
I've been following Emanuel's work for a while, this is a great tutorial! 5 stars!
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