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Digital Art Masters: V7 - Sample Making Of 'Goblin'

By Robin Benes
Web: Open Site Email: tes@tes3d.com
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Date Added: 2nd August 2013
Software used:
Photoshop, ZBrush

When the goblin model was done I tried a few poses using the transpose tools and picked the best one. Then it was just a case of adjusting and adding all of the other elements (Fig.05).

1759_tid_robin_benes_fig05a.jpg
Fig.05

To get the maximum possible level of detail whilst preventing hardware collapses caused by high numbers of Displacement maps, the Decimation Master was used. The final polycount for rendering in 3ds Max was 8.5 million polygons.

Texturing

Texturing was a really fun part. I always prepare the best maps I can from the geometry. This means that texturing turns into a simple process of coloring followed by adding photo textures for the metal, leather, dirt and scratches. Cavity maps helped me to mark the small details from the ZBrush model and Ambient Occlusion maps combined with Cavity maps were used as a mask for the armor rust and overall dirty look. To achieve the clean texture transitions I used a Solidify plugin by Flaming Pear (Fig.06).

1759_tid_robin_benes_fig06.jpg
Fig.06


Shading

The time spent on this process was long due to the fact that it was the first time I had used mental ray on such a scale and I had to cope with a huge number of problems because of this. For the skin I used a skin shader by Mr.Zapa, which turned out to be great for getting a good SSS effect and overall organic look. For the rest (metal, leather, etc.,) I used mr Arch & Design shaders. I didn't want to use anything simple, so I took advantage of numerous masks to achieve the material blending. This was used on the breast armor, golden hat ornament and the leather belt decoration (Fig.07).

1759_tid_robin_benes_fig07.jpg
Fig.07





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