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
-
-
-
-
-
Color of the eye Editor's Pick
Mainly painted with shadows and highlights.
The final result is processed and animated in Shake25114 Views
-
Gas Marble Editor's Pick
Ultra high-speed rendering engine, this image constructed from approximately 13,000,000 particles. Standalone proprietary renderer and instruction language, coded in c++. Image rendered on SGI. This is a still from an animated sequence which loops.
66818 Views
-
Bjork Editor's Pick
Bjork is a Nurbs model created in Maya 2.5. She was modeled, setup for animation, and textured in two days65493 Views
-
-
sponza_atrium cam_03 Editor's Pick
this simulation is based on sunlight only. the radiosity process took around 30 min, the rendering 8 min. the original model comes from mr. marko dabrovic / rna studio.28987 Views
-
sponza_atrium cam_05 Editor's Pick
this simulation is based on sunlight only. the radiosity process took around 30 min, the rendering 11 min. the original model comes from mr. marko dabrovic / rna studio.27235 Views
-
sponza_atrium cam_01 Editor's Pick
this simulation is based on sunlight only. the radiosity process took around 30 min, the rendering 12 min. the original model comes from mr. marko dabrovic / rna studio.37974 Views
-
eyes Editor's Pick
Raytrayced shadows, 3 lights, reflection maps for the eyes. Fur for the eyebrowse and the eyelashes. Procedual texture for the eyes.52032 Views
-
Bilbo & Gollum Editor's Pick
These were the first characters I did in Maya. I created them to learn the software. The texturing was done in deep paint 3D and photoshop.54730 Views
-
-
-
-
-
Man Eater Editor's Pick
Maya Subd's, native renderer and lighting, no plugins. Fully rigged for animation.242839 Views
-
-