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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Om Editor's Pick
This is a model I made for a friend's CD cover. The model is 100% NURBS, using many trimmed surfaces and lofts. The black metal shader is a layered shader, using only Maya's built in procedural textures. For a full resolution shot (2400x1800) please40328 Views
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Mex Editor's Pick
Modelled in Lightwave, rendered in Maya Environment and Lighting created by Andrew Silke81223 Views
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my bathroom Editor's Pick
I Modeled and rendered in Xsi1.5 , No radiosity or global illumination solution was used and just one light.43353 Views
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Glassworx Editor's Pick
Nurbs, custom made glass with caustics and depth of field camera in Maya.59517 Views
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Dragon Editor's Pick
Modeled with poly tools in Maya it was rendered in LW with HDRI radiosity rendering126022 Views
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Old fashion eggs Editor's Pick
Photorealistic Lighting test. This image was made in three hours with three lights...57242 Views
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cBot Editor's Pick
Specs: [bot id]cBot [purpose]wide range human support [core]3rd generation molecular processing unit [tasking]omnithread [skin]synthetic metal alloy [skeleton]titanium alloy [visual node]20039791 Views