In Fig.21 we can see the model main maps. The subsurface scattering map is a more reddish one than that of the skin.
I did the posing just using the Modo flex tool, which is pretty handy. I'd lost interest in animating the character at this point, so I didn't need to do any rigging.
Lighting and Rendering
For lighting I used a strange set up based on six emitters (luminous polygons) and three area lights (Fig.22). I chose to illuminate with luminous polygons because I especially like the effect on the skin and the type of shadow generated. I also activated Global Illumination with very basic settings.
For the final rendering, I rendered Nihal in four positions and then I put it all in Photoshop. The background was nothing but a maximized piece of the breastplate. In Fig.23 you can see the final result.
My name is Ivan Stalio (www.ivanstalio.com). I am a scientific-informative editorial illustrator, working as a professional freelancer for publishers around the world. I worked for 10 years on paper and then switched to digital painting with Photoshop. I've recently developed a passion for 3D and now in my work I use both 2D and 3D, as required.