We used dirt maps from 3DTotal Textures: Vol.3 to finish the texturing stage. There were 72 pieced textures which had over 3000x3000 DPI, in total (Fig.12).
We then created the armour for the knight. First of all, we made a few chains. We rendered the Z channel using a camera from a vertical angle, then took a displacement map with this Z channel into Maxwell (Fig.13).
This was our first time using the Maxwell renderer. Its powerful rendering ability impressed us profoundly. Maxwell gave us all of the things that we needed!
The image below shows the settings of metal armour material (Fig.14).
Next, we set the physical sky and time. Then came the final rendering (Fig.15).
Final Render (Fig.16)!
We sought for reference materials (Fig.17).
We put the images together and unified the colours, adding in the shadows and highlights (Fig.18).
At last, we modified the colours and details. Then the work was finished! In Photoshop, we suggest using a 16bit/channel instead of 8 bit/channel if many adjustment layers are added, so as not to lose colour details.
This was the process that we used for this work. Thanks for reading!