Sculpting the armor
The next thing was to add the plate armor. For the big detailed forms, like the eagle on the head and the lion heads, I sculpted them by hand. For the smaller details I used my insert brushes. Use of textures to create an Alpha map is a good way to add details and extrude the surface, giving scratches on the metal.
Using FiberMesh gives more realism to the image. This effect was achieved by using PolyGroups and custom settings until I was satisfied with the final image. Playing with the FiberMesh brushes removes the digital look of the fiber which in turn gives a unique look to the fur.
The front view of my model of Arminius
The side view of my model of Arminius
The model is PolyPainted by hand using advanced masking techniques. I created every material such as metal and skin in ZBrush, using quad shaders and channels. Rendering the image was then done entirely in ZBrush.
Using several lighting passes, the material was built up in every light with Specular map. I also exported Ambient Occlusion and Shadow maps and composed them in Photoshop. The over-painting process was done later to enhance the texture.
My first light on the rendered model
My second light on the rendered model
My third light on the rendered model
My fourth light on the rendered model
After, I used filters to blend the character with the background, and in the end I added snow particles. The idea was to achieve a cinematic feeling, as if it were a shot from a movie.
The final model with cinematic ratio
Check out Andrey Gevechanov's website
Gameloft's website is here