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In conclusion, as seen in the above image, gamma has been placed at 1.1 (it is 1.6by default). Examples of pass (reflection, ambient occlusion, colour and subsurface scattering):

Fig. 28

Finally, hairs were rendered in Maya with Mental Ray (this renderer allows you to obtain hairs with good quality with shave and a haircut):

Fig. 29

Matte Painting and Compositing

For the background, I created a matte painting with images found on the web:

Fig. 30

I assembled them and reworked them in order to obtain the background I wanted:

Fig. 31

To finish Gollum, I mixed different passes in Photoshop and made various retouches in order to perfectly integrate the character with my matte painting:

Fig. 32

Fig. 33

Finally, I integrated the character with the background and I made last retouches and necessary colour settings:

Fig. 34

Fig. 35

This image was created using a few of the hundreds of textures from the Total Texture CDs - very comprehensive texture collections priced with the hobbyist in mind. To see more examples, download free
samples and read full details follow this link


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Readers Comments (Newest on Top)
(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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