Making of Amonnaht

Hi! I participate in Dominance War challenge with this character, but haven’t finished it till competition deadline. But finally I decide to finish it because I don’t like left my works unfinished. I try to create character on which behalf will be interesting to play. I was inspired by Unreal Tournament.

Information

Hi! I participate in Dominance War challenge with this character, but haven’t finished it till competition deadline. But finally I decide to finish it because I don’t like left my works unfinished. I try to create character on which behalf will be interesting to play. I was inspired by Unreal Tournament.

The Workflow

Usually I starts from concept and it’s very helpfully and convenient and as more detailed concept I drawing as less time I spending for modeling, because in this case I don’t need to think deep on small details in modeling process. But my drawing skills are far from very good level. For this character I created common concept and a few arms and weapon concepts. Please see sketches of my character below.

I performed sculpturing of head and body in Zbrush. I have the aim to create expressive and severe face. When character will be in armour his face must still the center of composition but not smeard by patterns and armour details.

I think that modeling difficulty is strictly depends on initial workpiece.

I used only subdivision modeling while creating armour. I like to work with subdiv in Maya. Using subdivs I create all armour which covering character limbs. Because character isn’t belong to kiborgs and techno sci-fi, this is kind of magic warrior, it was quite interesting to work on his armour. I performed armour modeling strictly following concept. Mesh quality is very important because it has influence on shapes and curves correctness.

I paint hand concept in details to detalize each part of character and prevent overall concept blurring with small details. Below you can see concept painting of hand and render of hand in Zbrush adjusted in Photoshop.

I performed hand and legs modeling exeptionally in subdiv. I’m trying to model all elements separately and then join whole parts together because it’s much more convenient for me.

And overall armour geometry you can see below

I tried to create interesting and unusual shapes and volumes on character.

I make separate render in Zbrush with necessary material and viewpoint for final picture creation. Then in Photoshop upon render I draw colour basics of armour and body. After this it’s only necessary to choose right filter to join layers. Finally, I selected rust, scratches and noise textures and put them over whole layers using filters too.

About the Author

My name is Yuriy and I’m 22 years old. I’m 3D artist specialize on hi poly modeling and creation of the huge game locations for next-gen games. Last project in which I participated “well online”. Now I live in Tolyatti, Russia and involved in freelance work.

Related links:

Email: sadist.cg@gmail.com
Web-site: www.sadist-cg.com
Profile: isadisti.3dm3.com
Portfolio: User Portfolio
Image: http://www.3dm3.com/portfolio/image-9303.html
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