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Making of 'Gollum'

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Date Added: 9th December 2009
In conclusion, as seen in the above image, gamma has been placed at 1.1 (it is 1.6by default). Examples of pass (reflection, ambient occlusion, colour and subsurface scattering):

506_tid_passex3dt.jpg
Fig. 28

Finally, hairs were rendered in Maya with Mental Ray (this renderer allows you to obtain hairs with good quality with shave and a haircut):

506_tid_cheveux3dt.jpg
Fig. 29

Matte Painting and Compositing

For the background, I created a matte painting with images found on the web:

506_tid_fondutilise3dt.jpg
Fig. 30

I assembled them and reworked them in order to obtain the background I wanted:

506_tid_fondavtretouche3dt.jpg
Fig. 31

To finish Gollum, I mixed different passes in Photoshop and made various retouches in order to perfectly integrate the character with my matte painting:

506_tid_fondavtintegrationperso3dt.jpg
Fig. 32


506_tid_persoavtfond3dt.jpg
Fig. 33

Finally, I integrated the character with the background and I made last retouches and necessary colour settings:

506_tid_dernretouches3dt.jpg
Fig. 34

506_tid_gollum_fin.jpg
Fig. 35

This image was created using a few of the hundreds of textures from the Total Texture CDs - very comprehensive texture collections priced with the hobbyist in mind. To see more examples, download free
samples and read full details follow this link
506_tid_texture_680x300add.jpg

 

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Readers Comments (Newest on Top)
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E.crickey on Mon, 24 September 2012 11:23am
what did you use maya for in this gollum model? and what is a displacement map? also, what is symmetry in zbrush, is it like the mirroring feature in maya a little bit?
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