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Making of 'Instantaneous Eternal'

By Zhang Ye (Zivix) and Luo ZiXiong (PuMel)
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Date Added: 9th December 2009
Software used:
ZBrush, Misc

Texturing

We used dirt maps from 3DTotal Textures: Vol.3 to finish the texturing stage. There were 72 pieced textures which had over 3000x3000 DPI, in total (Fig.12).

447_tid_12.jpg
Fig. 12

We then created the armour for the knight. First of all, we made a few chains. We rendered the Z channel using a camera from a vertical angle, then took a displacement map with this Z channel into Maxwell (Fig.13).

447_tid_13.jpg
Fig. 13

Maxwell Rendering

This was our first time using the Maxwell renderer. Its powerful rendering ability impressed us profoundly. Maxwell gave us all of the things that we needed!

The image below shows the settings of metal armour material (Fig.14).

447_tid_maxwell.jpg
Fig. 14

Next, we set the physical sky and time. Then came the final rendering (Fig.15).

447_tid_14.jpg
Fig. 15

Final Render (Fig.16)!

447_tid_15.jpg
Fig. 16

Matte Painting

We sought for reference materials (Fig.17).

447_tid_16.jpg
Fig. 17


We put the images together and unified the colours, adding in the shadows and highlights (Fig.18).

447_tid_17.jpg
Fig. 18

At last, we modified the colours and details. Then the work was finished! In Photoshop, we suggest using a 16bit/channel instead of 8 bit/channel if many adjustment layers are added, so as not to lose colour details.

This was the process that we used for this work. Thanks for reading!

447_tid_withmark.jpg  
 
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Readers Comments (Newest on Top)
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(ID: 141125, pid: 0) Alex on Wed, 15 August 2012 12:24pm
Very nice! I'm actually looking into buying myself a set of armor for LARPs and I would like to give the armorer this 3D model so he can be inspired from it. Is it possible to have an easy-to-use model ?
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