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Making of 'Kilowog'

By Adrian Chan
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Date Added: 9th December 2009
Software used:
Photoshop, Maya, ZBrush
302_tid_fig11.jpg

References

302_tid_fig1.jpg
Fig. 01

Modelling

The general base of the model was blocked out and unwrapped in Maya. It is always a good idea, when constructing the base, to strive for 'square' quads and keep the 'flow' as clean as possible – it will make it much easier when doing the unwrap and deformation if needed later on. Once I captured all the key features, I took the mesh into ZBrush as my starting point (Fig.02).

302_tid_fig2.jpg
Fig. 02

Using a Subtool and the basic sculpting tools in ZBrush, I began to establish volume and fine details at each level of subdivision. Once I was satisfied with the results, I exported the mesh at a subdivision that would maintain the overall silhouette, but would not be so heavy as to hinder the render time in Maya Fig.03 – 04). The rest of the details were later handled with normal and cavity maps exported from ZBrush (Fig. 05).

302_tid_fig3.jpg
Fig. 03

302_tid_fig4.jpg
Fig. 04


302_tid_fig5.jpg
Fig. 05

Lighting

The lighting setup for this piece consisted of a main, specular and a back light (Fig.06). The main light cast the major shadows, whilst the specular light had an orange light with low intensity.

302_tid_fig6.jpg
Fig. 06



 
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