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Making of 'Odin's Final Battle'

By Marthin Agusta Simny
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, ZBrush
268_tid_fig11b.jpg
Hi everyone, I would like to share with you a short step-by-step process of my latest artwork, Odin's Final Battle. I created this image for a competition with a steam punk mythology theme. After I decided to join the competition, I was soon doing research for a good story, and I chose to go for the Nordic myth, Ragnarök. Odin was one of the main characters in this story, and because we have to put a steam punk touch in our images, my idea was to make a human version of him, but with a metal suit of armour powered by steam.

The first process was the modelling. I usually start with the head, so I gathered some references for his face. Odin is the 'father of the Gods', so I had to make his face a little older and wiser than an average guy would look. After I create a base mesh in 3d Studio Max, I imported it and then began to sculpt the face in ZBrush (Fig.01).

268_tid_fig01.jpg
Fig. 01

The next process was to export the subdivision 2 model and create a normal map from the high poly head. In order to do this, I used XNormal, which is a very good freeware for baking normal maps. I place the subdivision 2 model in the low poly slot and the highest subdivision in the high poly slot, and then chose normal maps as an output and hit render. Here's the head model with the baked normal maps (Fig.02).

268_tid_fig02.jpg
Fig. 02

After the head model was done, I decided to texture it right away. I used ZBrush and Photoshop for this process. ZBrush was mainly used to make the base texture, while Photoshop was used to create the more detailed texture of the head. I also decided to use Mental Ray for the rendering because of its powerful SSS shader. For the hair and beard, I used extruded planes. The hair was then painted over in Photoshop later on, but it was important to have a good overall feel for the face so I had to at least make descent looking hair at this stage despite going to paint over it later. Here's a test render for the head, also with the SSS settings (Fig.03).

268_tid_fig03.jpg
Fig. 03

The next step was creating the armour and the rest of his body. For the upper armour I used a concept made by my team mate. The modelling was done in a similar way to the face, by extruding planes. Creating a good texture was again also crucial in this process. I wanted to make his armour look weathered and battle damaged, so I mixed a few images I found on CGTextures.com and on top on that I applied a little paintover and some colour adjustments. This is the early test of his armour with the texture and shader settings (Fig.04).

268_tid_fig04.jpg
Fig. 04

After I completed the upper armour I continued to make his lower body. The steps were still the same here: creating the base mesh, sculpting in ZBrush, baking the normal maps, and then creating the texture and shader. After his full body was complete, I tried to render it and here's the result (Fig.05).

268_tid_fig05.jpg
Fig. 05


I wanted to create not just a single character, but a complete scene. So I began at this stage to make the environment. The idea was to put Odin standing in front of his throne, ready for the last battle. I made the throne first, and then added a touch of steam punk and skulls (because he is the God of death). I also added some gears and pipes to complete the environment (Fig.06 - 07).

268_tid_fig06.jpg
Fig. 06

268_tid_fig07.jpg
Fig. 07



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