Armin game character finalized

Armin game character finalized

Posted on 04. Oct, 2009 by Reza Ghobady in Lighting, Rendering, Shading

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This entry is part 4 of 6 in the series Game Char­ac­ter Models

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.

armin_persp

Armin war­rior char­ac­ter concept

armin_closeup_final_comp0000

Armin final closeup

armin_final_comp0000

Armin final model

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.

armin_model2

Armin war­rior ZBrush model

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:

armin_textures

Some of Armin’s textures

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.

armin_lighting

Armin scene light­ing setup

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:

armin_rendersettings

Armin’s Vray ren­der settings

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.

armin_passes

Armin ren­der passes


Series Nav­i­ga­tion«Armin game char­ac­ter 3d modelKaam game char­ac­ter finalized»

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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:

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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