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

Shading & Lighting

In Max I imported the lowest subdivision level from ZBrush(the retopologized mesh) already posed. I then applied to the mesh the "Skin+"Mental Ray material by HÃ¥kan Andersson that combines the "fast SSSskin" shader with the nice, glossy reflective capabilities of themia_material. Once I found the rightSSS values I started the lighting phase. The result I was looking for was realistic, but with some hint of an illustration. To achieve this result I used Area lights with some typical sci-fi colouring (Fig.12).

Fig. 12

Final Compositing

I firstly created a star background with a soft transition to a deep blue, almost black colour to the sides. This was done by searching Google for "starfield" images. I then added a central line coloured in orange that was going to represent a sort of portal through which Zenoth is appearing.Over the solid colour of the line I added several images of nebulae found on the internet, with different blending modes, to get the final glowing effect I wanted.
I placed the rendered image on top, adjusting Levels, Curvesand Colour Balance. Between the rendered image and the background I placed a blurred copy of it. I also painted some tendrils with special brushes, and then screened everything to have a "halo" effect behind the character (Fig.13).

Fig. 13

The glowing "power ball" was a bit tricky to get. I started with some handpainted smoky strokes and then added several images fromstars and nebulae with different blending modes, creating the right layer mask for the fingers for each one. In the end, I used some really cool brushes created by "r0man-de" on, to get the tendrils the way I wanted, mixing them with some other handpainted tendrils just where I needed (Fig.14).

Fig. 14

I hope you've enjoyed this project overview, thanks for taking the time to read it!

< previous page

1 | 2 | 3 | 4
Related Tutorials


Gallery Image.

Keywords: worm, head, creature, sculpting,

Go to tutorial
rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 75327


Gallery Image.

Keywords: Maya, ZBrush, Modeling, Character

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 2 Views 25474


Gallery Image.

Keywords: Making of, Tutorial, Interior, Architecture, Lighting, Texturing

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 3 Views 140989


Gallery Image.

Keywords: creature, sketching, demo,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 0 Views 16313
Readers Comments (Newest on Top)
(ID: 72075, pid: 0) McKenzie MacDonald on Mon, 19 December 2011 10:16pm
This is absolutely amazing. Federico Scarbini you are my inspiration. Everything you make is so perfect in my eyes.
Add Your Comment