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WIP: Lost World Competition (3dm3.com)
I have worked through a number of issues thanks to the help and encouragement of a number of forum members ... and of course ... Aurick:).
This is where I will start my WIP posting and would appreciate any tips or crits along the way. I am doing this for dual purpose. Porfolio website and the Lost World Competition on 3dm3.com. My idea is to show a Philistine City as my "lost world" and end up with the death scene in the temple of Dagon as Samson destroys the temple by pushing apart the supporting columns. Historical reference has been hard to come by, obviously, but I have had some assistance along the way from an architect or two in Israel and a couple of other person from that country as well as a couple of Christian ministers that have taken interest in my project. If anyone has reference material on either Samson or the Philistine (iron age) culture, architecture, material culture, costume, weapons, etc. I would appreciate it being listed here in the thread.
I have just started the texturing and have a long way to go. He will be covered heavily with hair so much of my detail will be covered, but I prefer to do it so that I have the luxury of moving asside hair during the animation process.
This project is being done with the following software:
3ds Max, ZBrush, Photoshop, Mental Ray rendering (inside 3ds Max).
This is my second character ever to model, my first human to model and my first ever to texture so this is a huge learning curve for me so I sincerely appreciate any tips and crits along the way.
This character is approximately 3k poly count cage which I will be rigging and animating much later and the highest level of detail is somewhere in the 3m range in ZBrush which I am trying to display in max with displacement and bump.
Image Below:
Samson_TextProgress_001: Neck and head skin/scars layer completed accept for adjustment on the ears where the beard is creeping up on to the lower part and the seam on the shoulders which is minor. I will also adjust the mustache area some and will likely add a hairline even though it will be covered so that I can render less hair and let the hair line act as a psudo shadow. I am using displacement map in the displacement channel and the bump channel and foregoing the normal map altogether after testing. I am satisfied with this combination for the distance of my camera views that I have planned. He is still slightly too wet and I have not tweaked SSS, etc., but I am happy with the progress so far. I will do the "vein" layer much later in the process.