Making of German Soldier Bust
The idea of creating a bust of a soldier, came the need to not have seen anything of this digital character so controversial. I maturing the idea of seeking references and finally ended up setting the project staff.
Hello my name is Rafael, I’m from Brazil and I’m here to show soon on this personal project that German Soldier Bust developed. The idea of creating a bust of a soldier, came the need to not have seen anything of this digital character so controversial. I maturing the idea of seeking references and finally ended up setting the project staff. I like a lot of issues related to war, I decided to create a little history to have a successful outcome. The image you’d like to pass this work is only one small decorative elements adorning the table of a veteran and survivor of World War II. In no time the intention is to boast Nazism. So let’s start creating!
The coolest part of the project, develop a functional and cool idea for this research is very important. We have to look for artists, stories, books, movies, everything you can bring a direct relationship with you wanted to develop. I sought in such films (Saving Private Ryan, Medal of honor, call of duty, The Secret Life of Hitler Adolp) and many others. I researched everything that related to the spectators of the time as furniture, colors, structure, clothing and so on.
My Concept Design was developed with the information found on the net. My process was not as complicated by the fact that there are a lot of content related to war, so I made a list of ideas to build a cool concept. I looked on, colors of the season, clothing, period furniture, structure, parts and much more. These are some of the references that helped me in creating a good concept.
In the modeling all the objects were modeled directly in 3ds max (http://usa.autodesk.com/), I used Zbrush (http://www.pixologic.com) only for details and refinements. The references are very important so that the objects are very well modeled and stay with an aspect ratio very close to the actual model. Ja bust of a soldier I did based on references soldiers of the time, to achieve a nice stereotype. And of course with references to human anatomy it is important for aid within hours of modeling, otherwise it would be with one aspect of a man. Immediately following a few steps down from my modeling process,
Your written description of the Details goes here.
As for the textures, all the equipment I used UVLayout (http://www.uvlayout.com/) to open the loop, because then I would have a texture and worked. My method is simple texturing, after completing the model I export the object as (OBJ) and I read it in UVLayout, open the mesh correctly and re-export as (OBJ) to
Then I export maps the Unwrap UVs as JPG and finally the texture work in Photoshop. I want to make some links with tutorials on the UVLayout and to Unwrap that everyone can develop more precisely UVLayout Tutorials, Unwrap Tutorials. Ja of equipment about the shaders, I used the Arch & Design of the Mental-Ray to get a satisfactory result. Each Shaider has always worked well matches the look of actual object reference for the scene, it is important that a good Shader is a reflection of good images corresponding to each parameter required in the Material Editor such as the diffuse map, reflection, specular, bump, normal and displace.
Each map has its role to arrive at a pleasing result. Bust The shader I used the SSS Fast Skin Material-Mental Ray to get a result of clay for the bust. Follows the lower one illustration images that this process of texturing, and will leave a link related to SSS Skin for those who want in-depth information SSS Skin Tutorials
Lighting and Rendering
Enlightenment is a stage quite like that, it is important to say that light is necessary and do a search for bright environments, processes are essential for everyone to come to a good result. I used this project as rendering the Mental-Ray and before lighting the scene complete, I made several tests of lighting with the bust of the soldier to I could hit the shader so wanted. It is very important these types of tests, because you just refining a lot more shaders and arriving in a much more satisfactory. After hit the shader so that I would, I imported the finished bust onto the scene and was able to finally work the lighting of the scene with all objects included. In tests lighting the bust I used to just Spots dipped headlights and bright lights, and the scene I used a mint-Ray Sun Immediately below are the pictures of these lights that make up my scene.
The Post Production of this project is nothing complex, I render the scene complete normally not used the Render Elements to generate extra maps. I did the finishing in Photoshop directly Layers various tools and assistance, always seek references and finishing photographic concepts. The reference is a real essential tool for the result of the project is very good. I am posting some illustrations for all to understand a little more about this step as Important.
Your written description of the Lighting and Video (if you have it) goes here.
About the Author
My name is Rafael Eugenio, born in Sao Paulo – Brazil I’m 27 and started in the 3d world in 2000. I got almost alone, without reference without artistic skills communities, etc., only with my effort and dedication I know the people of area digital, forums and so my skills have evolved with efficiency. In 2007 I started professionally in the digital area in Brazil, worked in 3rd generation and currently am working as Freelancer in the area of architecture, my plan is to enter a large studio movie or game and get away with faith in God and dedication. For it is my focus I’m studying for it, the struggle is constant difficulty is even greater but jameis give up my dreams, this is my goal.
I would like to thank 3DM3 space, my friends, my family especially my wife Maria for super strength and all of you readers and members of the community Digital. I would clear that I am available for any questions makes clear. Feel free to send an email that is immediately below.