Making of 'Satyr Statue'

Hi guys, my name is Wesclei Barbosa and I will try to guide you through the creation process of my image: Satyr Statue. The idea behind this image was, by following the original art created for the God of War trilogy, to try to get the best result as possible using the work of these artists as a guide.

The concept was done by Andy Parkart and the game model was created by Katon Callaway

Modeling - Defining Proportions and Form

The base mesh was created in 3ds Max by tweaking an old base mesh and cutting off the feet (Fig.01). Thanks to my friend Glauco Longhi for that.

Fig. 01

Fig. 01

Now I started to define the proportions and forms, always trying to find the best silhouette, compared to the concept(Fig.02).

Fig. 02

Fig. 02

When I start to define anatomy, I always try to find some landmarks on the body. Things like the whole skull, clavicle, sternum, ribcage arc, knees, and so on. Basically I always try to find the skeleton. By doing that I kept things right proportionally, since the skeleton is the foundation of the anatomy.

After finding these points, I could then start to create the muscles on the torso and arms and to define the forms and volumes of the head (Fig.03).

Fig. 03

Fig. 03

For the head I started to create the foundation by finding the zygomatic arc, eye sockets, nose and the borders of the frontal bone. The entire jaw is a great landmark also (Fig.04).

Fig. 04

Fig. 04

At this point my main tools were the Move and CluyTubes brushes. I use ClayTubes all the time as it is very useful for creating volumes and testing the forms. Here you can see an earlier stage of the legs, using the same process (Fig.05).

Fig. 05

Fig. 05

The Horns

After defining the overall shape of the satyr, it was time to start the horns. I created the base mesh using ZSpheres so that I could start to create the overall volume for them (Fig.06 - 07).

Fig. 06

Fig. 06

Fig. 07

Fig. 07

After this process I created an adaptive skin and started to block in the forms using the ClayTubes brush. I used the Subtool master to create a symmetrical subtool for the horns.

Now I could have a great perception of the proportions of the horns compared to the head; after fixing this I tweaked the horns a little bit to get the shape that I had in the concept. I also started to create an open mouth for the model and refined some shapes like the eyes, lips, cheeks and forehead (Fig.08).

Fig. 08

Fig. 08

At this point I was satisfied with the proportions of the horns and so I started to create the intricate form that they have. To do that I painted some masks on the mesh. Here is the beginning of the process, which I ended up doing several times(Fig.09).

[imgf:09]

After finding the right masks I could start to create the cavities by using a negative inflate deformation (Fig.10).

Fig. 10

Fig. 10

Now it was time to tweak the forms. Here I used masks a lot to protect some areas and create overlapping (Fig.11).

Fig. 11

Fig. 11

Here you can see the final horns attached to the head with all the details included (Fig.12 - 13).

Fig. 12

Fig. 12

Fig. 13

Fig. 13

I used the same technique to create all the other horns too, such as the arms (Fig.14), legs (Fig.15) and back (Fig.16).

Fig. 14

Fig. 14

Fig. 15

Fig. 15

Fig. 16

Fig. 16

The Teeth

To create the teeth I created a base mesh in 3ds max, and used ZBrush to define the forms (Fig.17).

Fig. 17

Fig. 17

Here are the teeth on the final opened mouth (Fig.18).

Fig. 18

Fig. 18

Final Model

In 3ds Max I created the bases to the shoulder pads, the belt and the armor piece on the leg. I used masks and the Extract function to create the straps on the arms and legs. Here is the final model (Fig.19).

Fig. 19

Fig. 19

Now it was time to pose him, decimate and export to Max for rendering. Here is the model posed with a simple base created using a simple box, and detailed with the ClayTubes brush and some Noise on the surface (Fig.20 - 21).

Fig. 20

Fig. 20

Fig. 21

Fig. 21

I used decimation to reduce the polygon count to around one million for the entire model, so I could export it to Max and started to set up my render (Fig.22).

Fig. 22

Fig. 22

For the final scene I created a curtain for the background. Ok, so now it was time to set up my render in V-Ray. I always start with a very low preset and play with lights. I created two V-Ray lights - Key light and Back light - and used a HDRi to create a Fill light and get some colors to guide the mood of the scene. Here are the settings for the lights (Fig.23).

Fig. 23

Fig. 23

And here you can see the results, Key (Fig.24), Back (Fig.25) and Fill (Fig.26), using a simple shader for the entire scene.

Fig. 24

Fig. 24

Fig. 25

Fig. 25

Fig. 26

Fig. 26

Fetching comments...

Post a comment