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Making of 'Gollum'

By Nicolas Boyer
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Date Added: 9th December 2009
Software used:
Maya, MODO, ZBrush
The rock was also modelled, sculpted and textured in Modo.

506_tid_rochertext.jpg
Fig. 21

506_tid_shader3dtrocher.jpg
Fig. 22

Finally, hairs were made in Maya with Shave and a Haircut. This plug-in is really powerful and allows you to create hairs from a face or curves. In this case I used the curves, and then brushed with the different brushes available:

506_tid_hairmaya3dt.jpg
Fig. 23

Lighting & Rendering

Lighting and rendering was done in Modo, with its powerful renderer and pass system. There were two lights in the scene: one in front and the other behind, with global illumination activated:

506_tid_light3dt.jpg
Fig. 24

506_tid_gi3dt.jpg
Fig. 25


I also used an HDRI map, an environmental material, and a process texture that allows you to retouch colours and to tweak the final render.

506_tid_process.jpg
Fig. 26

Finally, as I already said, I used the pass system renderer of Modo. It's fairly simple and uses the system layer. Thus, we have to create a layer pass rendering and choose the type of pass that you wish:

506_tid_pass3dt.jpg
Fig. 27



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(ID: 151889, pid: 0) E.crickey on Mon, 24 September 2012 11:23am
what did you use maya for in this gollum model? and what is a displacement map? also, what is symmetry in zbrush, is it like the mirroring feature in maya a little bit?
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