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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Brazil Ocean Editor's Pick
For the sea, I created a geometric model really deformed
With displacement maps and modifiers.
I could have used simple bump maps,
But I choose the geometrical construction, because
the final results of refraction and reflection are
drast105968 Views
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Synthia''s Emmersion Editor's Pick
Synthia was modeled in Maya 2.5 and Blender (NURBS, Sub-D, and Polys). Surface Textures were generated in DeepPaint & Photoshop 5.5. She was setup and animated in Maya and composited against live-action DV footage using MayaLive 2.0, Shake 2.2, and After69748 Views
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Stormy Day Editor's Pick
This picture is part of a 13 seconds animation i did...one strip of bushes ...and tow type of trees made inside Maya 2.5...and the rest (Duplicating,layering,depth of field,color correction...background...etc)all done in Effect*...these tow softwares are60719 Views
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DADS Editor's Pick
Taken from a short film called 'DADS', completed during my years as a student, and was used as my final dissertation piece.44451 Views
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Rings (HDRI test) Editor's Pick
HDRI test. Added color correction node to environment shader (.map image). That's about the only major tweaking that went into this piece.40979 Views
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Recon Patrol Editor's Pick
The textures were created from images of insects and turtles.47844 Views
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Still Life : Translu Editor's Pick
A lil exercise in handpainting of textures. No scans or photos were used..62328 Views
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