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Features | |
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Last Airbender |
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Grey's Anatomy Promo VFX |
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Interview with Bobby Chiu |
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License to dream |
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Focus : Gears Of War 3 |
News Headlines | |
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Dragon Age 2 |
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Bioshock Infinite |
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Time travellers Comic |
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Envirometer |
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Thelma and Louise Remake |
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It is also necessary to prepare base mesh for ZBrush export and add loops and polygons on places that will be smoothed. More over you can use a transpose tool in order to put your character in the necessary pose. After sculpting process, I use biped model in 3dsMax just in order of practice.
The texturing process is also very comfortable with ZBrush. First, I painted colors on the models to determine different parts, then added some lights and tones, texturing using ZApplink (plug-in that allows you to export projection model into Photoshop or other image editing programs). More over there is possibility to generate a cavity map in ZBrush (map that indicates shadows, like Ambient Occlusion), displace map and use them as overly layers in Photoshop with base painted color.
After sculpting and texturing, there is time to generate normal maps, color maps. In 3dsMax I’ve done rigging, using standard Biped system, and then put models in their poses. I also use Hair and Fur plug in 3ds Max8 for bear fur. All other parts of scene were simply modeled and textured in Max.
Setting up a scene was a real challenge for me because of its composition. There were no real based lights possible in this scene because of its spreading and angle, so I needed to make individual light sources for each element or layer group.
Layers were created as they will become separate render slices, working with layers making life really easy. Then I configured the render and made renders in a TGA format with split alpha.

After the rendering process, I begin the third and last phase compositing. For this purpose I used Photoshop, opened all renders and started to compose them. The main thing in this stage was to use overlays and color correction to all the parts in order to create a color fill like in I created in the concept. Post effects also take pace, channel corrections, gradients, DOF imitating, etc. Compositing is very important, because in this stage, you can make your work even better then expected; however, poor compositing can destroy very good modeling, concepts, and animation.
I wish that nobody is ever afraid to take a part in any challenge and never afraid not to win it. There is necessary linguistic point here not to win, but not to loose, because in a challenge you are work hard, learn and gain experience. In the end, no one can just lose :)Final Picture - Click to Zoom

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Making Of Section
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