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Then I started to prepare the scene for final rendering. Using the standard 3ds Max Hair and Fur tool, I added some hair on the top of his head and arms (Fig.08).

Fig. 08

To add some extra insanity to the character, I also made one pupil bigger then the other so that the eyes weren't symmetrical. Then I rendered the scene in several separate layers - specular, reflect, alpha, hair and so on. Using Photoshop I combined them all together. I added a few texture and color layers with gradients on the background - to add extra vibrancy to the color. I also drew some extra specular highlights in the eyes. Using Z-depth information, I simulated the DOF effect. After that I merged all the layers together to get only one, and duplicated it. I took the top layer, desaturated it and bumped the curve levels to get the black and white (mostly black) image with only the most lighted areas still white. I set it to screen and blurred a little - this gave the image a dreamy-glow kind of effect (Fig.09). This effect is simple to achieve, easy to control and best of all - it can be used for the animation. It works best in places with high tone contrast. Sure you can easily add some extra glow where you want with a few touches of the brush on a static picture.

Fig. 09

Fig. 10


That's almost all about the creating of my work "Aaaa!" (Fig.10). I spent a lot of time on this character and I'm happy with the result. Right now I would probably manage to make it better and much more quickly, but it's only due to the experience I obtained during the creating of this work that I've been able to progress to where I am today. The process was a great learning curve and as I was learning the principals of organic modeling, and how to use ZBrush more effectively, I was even able to complete another image while working on this character (Fig.11)!

Fig. 11

So here's some advice to those who have only just started their journey into art: search for inspiration everywhere. In the works of others, in photography, in classical painting and, of course, in real life. Watch carefully, try to learn and understand the principals of attracting attention to your work and then - no matter what software you use - you will be successful. Try different approaches. Don't be afraid to experiment and work out your own recognizable visual style. Because it's not only about polygons, tools or modifiers, it's about expressing your emotions and thoughts. And after all - try to have fun!

Thanks for reading and hope you enjoyed it. Good luck and inspiration to everyone. Aaaaaaaa!

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