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Making of 'El NiÃ±o'

By Malanjo
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Software used:
3ds Max, V-Ray

Hi there again! Â Malanjo, from Portugal (TrÃ¡s-os-Montes e Alto Douro) talking to you again! Â Before I start this Making of, I want to thank Lynette again and to all the 3DTotal team for the invitation to create this Making Of for you.
So, another character, another journey...

After I saw this concept by DOC (inspired by Kroenen from the 'Hellboy' movie) (Fig01), I started to imagine something creepy, but also cool at the same time. Â The design of the character grew day by day, and into the 3D stage. Â I was constantly trying to push the levels and create the design directly in the 3D process, just to be different, to play with the imagination a little and to push my own skill levels.

Fig. 01

I will divide this Making Of into 2 parts:

• Character Development
• Environment Development

## Modelling

I started with the modelling of the head, because as I mentioned in a previous Making Of: if the head is OK then the rest of the design should come out easily (Fig02)!Â  I was constantly looking for a low-resolution geometry, using the poly-by-poly modelling technique.

Fig. 02

The next step was to model the rest of the body, always changing lots of things, watching references and experimenting, etc. Â I created the character in a pose, because it was a good exercise for the mind.Â  A character in a pose gives more personality and dynamism to your scene. Â Here's the wire of the character, along with some close-ups (Fig03 - 04).

Fig. 03

Fig. 04

Remember to always have good geometry and a low poly count.Â  You can optimise your mesh using an editable poly modifier (3D Studio Max) or the 'retopologise' technique in ZBrush. Â With this piece, I used an editable poly modifier.

## Light Rig

For the lighting, I used V-Ray (with GI) for my primary render. Â Here you can see the light rig, as well the render settings (Fig05 - 07).

Fig. 05

Fig. 06

Fig. 07

## next page >

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