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Making Of 'Anhells'

By Julio C. Espada
Web: Open Site
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, V-Ray, mental ray
954_tid_final.jpg

Starting off

In this tutorial I will talk about some of the processes I have used in the creation of Anhells. I will not go in deep for evey aspect of the image, so i'm assuming you have a good knowledge of your favourite 2D/3D software. I used 3dsmax, photoshop and combustion as the main programs. Mental Ray and Vray are my rendering engines for almost every project. I like both two, so I use both.

This image started as a polygonal head modeling at my job place (it was for something totally different to what it is now) and after some more hours playing with polys I decided I could end up with some cool character to include in my portfolio. Later, for some reason I decided I would do a more complex scene, so I started doing things here and there... One of the most important things I would like to transmit you with this tutorial is that YOU MAY NEVER START WORKING WITHOUT A PREVIOUS DRAWN CONCEPT. What I did is start with only a few blurred images in my mind of angels, demons and hells, and believe me, it is very easy to send it all the work done to the trash just because you are lost in the middle of a creation without knowing where do you want everything placed. So, ever, ever, ever, do some hand drawing before to clearly see what you are going to create in 3D.

954_tid_model1.jpg
The first thing I created for this scene was the main character. Every anhell uses the same base but with some minor changes.
Here you can see the head in two development states. One thing I had pretty clear was that there was not going to be animation or intense texturing, so I did not take too much care about edgeloops and stuff.

954_tid_mano1.jpg
The hand was done with a base mesh I use as a start for all my modelings

954_tid_model3.jpg
The upper part is almost complete. As with the hand, I used for the torso a base mesh I did some time ago.


954_tid_piernas.jpg
The legs came from another character I did some time ago. They were fixed and reworked to make them look better.



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