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Making of 'Gollum'

By Nicolas Boyer
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Date Added: 9th December 2009
Software used:
Maya, MODO, ZBrush
Finally, I finished the sculpting and I broke the symmetry

506_tid_gollum18.jpg
Fig. 07

The Texturing & Shading

For the textures, as I used Modo for rendering, I knew that I would need several types of textures. Indeed, to manage the shaders and textures, Modo uses a system of layer allowing you create realistic textures:

506_tid_calquemodo.jpg
Fig. 08

For the displacement map, I used the technique in the tutorial « Modo - ZBrush displacement workflow with Displacement Exporter » of Zoltan Korcsok : he uses two maps (positive and negative), which, with the system of layer of Modo, are assembled on one another.

The other maps were painted in ZBrush and Modo, and some maps are retouched in Photoshop.

There are three colour maps. The first two were made in ZBrush using different alphas in ZBrush, or alphas created from skin textures taken from the Total Textures: Volume 4 DVD

For example, one of the settings used in ZBrush is this one: the alpha25 and the colour spray stroke.

506_tid_alphazbrush3dt.jpg
Fig. 09

506_tid_strokeszbrush3dt.jpg
Fig. 10


The first colour map was made in ZBrush:

506_tid_golumcorzbrushmodo.jpg
Fig. 11

The second colour map was made in ZBrush and was also used for one of the two Subsurface Colour maps. It simulates the veins and the subdermal skin:

506_tid_gollumsss.jpg
Fig. 12



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(ID: 151889, pid: 0) E.crickey on Mon, 24 September 2012 11:23am
what did you use maya for in this gollum model? and what is a displacement map? also, what is symmetry in zbrush, is it like the mirroring feature in maya a little bit?
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