Armin game character finalized
Posted on 04. Oct, 2009 by Reza Ghobady in Lighting, Rendering, Shading
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As promised in the latest post of this series , here is the final model of our game character called Armin, a mythical Persian warrior who clobbers his enemies with his two gigantic maces.
This character was modeled and shaded by Reza Ramezani using 3DMax 2009 and ZBrush 3.1based on concepts by Faraz Shanyar.
The model was textured in Photoshop and rendered using Vray and the whole process took approximately eight working days (we weren’t working on it full time). Most of the process was pretty straightforward except a few problems we had with Vray’s sub-surface scattering material. We were trying to obtain a rather realistic but at the same time stylized look for the skin of the character but we kept bumping into limitations on this shader.
We had never done sub-surface shading in Vray before and we didn’t have any detailed documentation on the workings of the sss shader so we tried all the parameters and finally decided to use a blend material with the sss shader in one slot and a vray material with the paint map in the other. It worked pretty well and we reached 80% of the result we were trying to achieve and decided to add the rest in post. To do this we rendered another layer of skin using Mental Ray’s Fast Skin shader which gave a very good result and we added this to our character in our Fusion comp.
Here you can see some of the texture maps we used for this model:
And the lighting of the scene which consisted of two spot lights, one acting as a key light and the other acting as a rim light. The rest was environment lighting and environment maps.
Here you have a screenshot of our render settings but we didn’t really fine-tune these since the render was pretty fast and we were getting a decent result:
These are some of the render passes we used to composite this image. We hope we’ll have the time to rig and animate this character pretty soon and we will give you an update on that as soon as it’s available.
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Author: Reza Ghobady (62 Articles)
Founder and Manager of Vishka Studio since 2003, I have a passion for CG and creative arts. A multitasking, multithreading machine by necessity, my aim is to create a multimedia and entertainment venture capable of creating compelling animated movies. Artistic value, production quality and having fun are the main ingredients of a successful creation and I strive for perfection every step of the way.
2 Comments
arnel
25. Oct, 2009
ohh i see you this is done in max noooooo why not in maya
[Reply]
Reza Ghobady Reply:
October 28th, 2009 at 11:26 pm
No special reason but one of our artists, Bahram Najand is much more comfortable in Max and rendering with Vray, and since we eventually wanted to bring the models into a single scene we decided to use Max.
I personally don’t think that software has a great impact on our work since most of the software that exists in the market are very competitive and contain a complete toolset. I know that Maya may have a few strengths but each of these software, whether it’s Houdini, Max, Softimage or Maya, have their own strong points.
Thank you for your feedback on this subject.
[Reply]
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