Freelance 3D artist Humam Munir shares the workflow behind his Humster 3D Render Competition entry inspired by the vehicles of Mad Max Fury Road...
3dtotal: Tell us a little bit about yourself: Who are you, what do you do, and where are you located?
Hi, I'm Humam... I am 22-years-old and have been working in the 3D world for over ten years. I'm living and studying in Baghdad, Iraq. 3D has always struck me to give the best of what I can, pushing me to the limits and making me thirsty for knowledge. I think it's very strange for you to know that I'm studying dentistry right now, for most people this is madness and they always say to me "Really? You are a dentist! And you are designing crazy cars? How do you combine both, designing and being a dentist?"And my answer is; 3D for me is a tool to describe my emotions, things in my mind that are hard to be described by words, plus designing gave me a vision of an artist that made my work on dentistry much better because you know, dentistry is art and science. I'm currently working as a freelance donning works for several companies locally, and cross the world.
3dt: Where did you find the inspiration for your latest gallery entry? What's the story behind its creation?
Actually the Humster3d render competition
gave me the energy to start with this project. So after that I started looking for inspiration around the internet, and finally Mad Max Fury Road, plus some 2D concepts, were enough to get a clean vision about what I wanted to create.
3dt: What software and plug-ins did you use to create this image? Did you face any difficulties, and how did you overcome them?
HM: 3ds Max
was the main program for modeling all parts of the scene, ZBrush
in another hand was the main textures painting program, of course along with Photoshop
. 3ds Max for the car, props, grass, ground base-mesh and other car parts. ZBrush was used for all car UV unwrapping and polypainting, the sculpting of the ground, and the detailing of the car parts. Photoshop was used for the adjustment of textures that had been made by ZBrush, and I used it for the final post-production. For rendering, I made V-Ray
Difficulties are associated with every work for sure, and each needs a special way for handling. In this project I face difficulty in unwrapping ¬– I'm really very bad at that, but I found that making UV seams in 3ds Max then exporting the model to ZBrush, which has a very powerful UV script, made my process faster and easier.
3dt: Do you normally use this software in your workflow? What other software and plug-ins do you favor?
Yes, I always work with 3ds Max along with V-Ray as the renderer. I actually just started learning things about ZBrush; this is a very amazing program and made the process much easier.
3dt: Are there any particular techniques that you use often? Or do you like to experiment?
I always spend a lot of time searching and gathering references; this is my first step of any project that I want to make. The second step is to get a clear idea about what I want to do and how to achieve that. If I have a complex model for example, I begin with grouping parts into large, medium, and small details. And finally modeling parts from larger to the smaller one.
3dt: What are your artistic ambitions?
My goal is to combine 3D technology into my medical career, and I think this will be challenging for me because you all know in my country now, we have a continuous war and there are no people who can help me to develop and provide facilities.
3dt: How do you keep your portfolio up-to-date? Any tips?
There is always time to do what you like; for me I don't love playing games or watching sports, the 3D world is the way to fill my daily spaces. Also having good inspiration by exploring websites like 3dtotal, cgsociety, cgrecords… and so on, will motivate you.
3dt: Who are your favorite artists, traditional or digital, and can you explain why?
This is good a question, having a favorite artist is like having a superhero that will make you work hard to reach what he already had reached. I like Vitaly Bulgarov, Fausto de Martini, Carlos Pecino, Juan, and Ben Mauro. What I value most in all of them is their ability to produce hyper-realistic, conceptual works.
Post Apocalyptic Zombie Hunter in the gallery
Check out the Making of Post Apocalyptic Zombie Hunter
Find Humam on Facebook