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Making Of 'Cross Of Iron'

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Date Added: 7th May 2010
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It was now time to give the general an expression. I wanted the general to have a cruel feeling, but his expression also needed to be natural, not artificial. So I made some subtle changes (Fig.05).

932_tid_image_05_zbrush_model_detail.jpg
Fig. 05

I don't have much to say about the uniform; I just carefully referred to my references and made sure that after I put every single piece back together, it would still look and feel like a German general's uniform (Fig.06).

932_tid_image_06_final_details.jpg
Fig. 06


Ok, so that brings me to the end of the modeling part, so I'm just going to summarize my workflow so far (Fig.07 - Fig.09):

  • Start from a simple mesh
  • Deform this simple mesh to match the reference
  • After getting the correct proportion, use re-topology technique to make wireframe nice and clean
  • Sculpt every detail until you get the final result you want
  • Give a facial expression

Next I exported a low-poly OBJ, a displacement map and a normal map from ZBrush to Maya. With those three elements, I was able to exhibit a very highly detailed model with just a low-poly geometry. The low-poly geometry gives a clean and simple wireframe. The displacement map gives further detail base on the low-poly geometry, and the normal map gives the final, super-fine detail base on the displacement map (Fig .09).

932_tid_image_07_details.jpg
Fig. 07

932_tid_image_08_details.jpg
Fig. 08

932_tid_image_09_maps_basic_geometry.jpg
Fig. 09

Lighting

The light setting was fairly simple. I used four lights - a key light, a rim light and two bounce lights - which gave me the illumination I needed. I gave the rim light a blue color to make the lighting more interesting. The eyes shining under the shadow gave a creepy feeling (Fig. 10).

932_tid_image_10_lighting_setup.jpg
Fig. 10



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