Editor's Pick
Gallery
This is my take on Sam Keith’s The Max. The Maxx is a very abstract character that changes form quite a bit from image to image, but this my culmination of the character existing in the Outback of Pangaea. I wanted this image to fall somewhere between surreal and realistic much like the character and comic do, so hopefully it achieves this.
I started this project a long long time ago and have worked on it on and off. Ihave no idea how long I ever actually spent on it but probably way too long. It’s always been my experimental piece so a lot of the stuff on here I hadn’t tried before at the time. It took me down some rabbit holes between not having a strong enough computer to complete the sculpt at one point, obsessing over color detail from all angles thinking about maybe a 3D print or animated poster which lead to wanting to attempt a real hair sim (which ended up being a deep deep rabbit hole, but I settled on a sculpt with a little paint over in the final image here). I decided I finally wanted to wrap up this project so I spent a week wrapping it up and putting together renders for this composite.
The models were started in Maya and finished in Zbrush. Textures were started in Photoshop and finished in Zbrush and Cinema 4D Body Paint and are all hand painted. Final renders we created in Maya Mental Ray and composites in Photoshop. The only minor airbrushing is applied to the hair and feathers, and a couple small composite mask bleeds around the rock.
I started this project a long long time ago and have worked on it on and off. Ihave no idea how long I ever actually spent on it but probably way too long. It’s always been my experimental piece so a lot of the stuff on here I hadn’t tried before at the time. It took me down some rabbit holes between not having a strong enough computer to complete the sculpt at one point, obsessing over color detail from all angles thinking about maybe a 3D print or animated poster which lead to wanting to attempt a real hair sim (which ended up being a deep deep rabbit hole, but I settled on a sculpt with a little paint over in the final image here). I decided I finally wanted to wrap up this project so I spent a week wrapping it up and putting together renders for this composite.
The models were started in Maya and finished in Zbrush. Textures were started in Photoshop and finished in Zbrush and Cinema 4D Body Paint and are all hand painted. Final renders we created in Maya Mental Ray and composites in Photoshop. The only minor airbrushing is applied to the hair and feathers, and a couple small composite mask bleeds around the rock.
▼ Images
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Los Focos Editor's Pick
jorgeadorni@hotmail.com
Render Time 20 mins on G4 733, Maya standard render. The bubls were modeled with NURBS, and the broken one was made with polys and Shatter. For the enviroment I used a low dynamic range version of the kitchen prove.63965 Views
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Bannitio Editor's Pick
photomanipulation (software: Photoshop 7.0 + Bryce 5.0 demo - 1 element: stairs)13567 Views
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kongzi-kitchen Editor's Pick
i create this images for illustrate a trailer (french series "kongzi" underconstruction for 52x13 mn)
28427 Views
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reminiscence(2) Editor's Pick
Hello everyone
I come from China
I'm sorry~ My English is very poor.
PC( Pentium4 1.6A 512MB)
Rendering time: 7h (2400*1800)
Created with Maya 4.0 photoshop21392 Views
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sp6 Editor's Pick
bumper animate for specimen production
video here :http://www.sp6men.com/show-speci.htm31083 Views
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Saving the Earth Editor's Pick
Byung-koo awaits solar eclipse in the control room. Behind the windows is blue screen, reflections from the ceiling of the control room is well expressed in the scene.34049 Views
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Saving the Earth Editor's Pick
The scene with Byung-koo and his mother. Byung-koo drinks the drug that his mother brings to him.42993 Views
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YMCA Baseball Team Editor's Pick
Here, I created the Chong-ro streets of 1905 Seoul. It was shot with people walking in front of a blue screen. Behind the set, I compositted pictures of houses from 1905.42144 Views
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Dr Atome's unstoppab Editor's Pick
Low poly modeling, primary made for a real-time animation, and eventually used for a high-res rendering. Simple light rig, GI, and post-processed dof.18375 Views
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The cell Editor's Pick
Low poly modeling, primary made for a real-time animation, and eventually re-used for a high-res rendering. Simple lighting + interpolated GI that give a noisy atmosphere + post processed dof.
17699 Views
