This work was created for one of challanges on
www.max3d.pl. I would like to present you a little making of about this project.
1. MODELING
I started from the head, next I modeled torso - I left hands for later. Few words about technics I used: at the start I made simple model using splines and 2 reference images (front and side) taken from some anatomic book. Next this spline cage was converted to Editable Poly (with Steps set to 0) and next I started adding detailes.
This same technics (starting with splines and adding details using Editable Poly) I used to create all other parts of the body. Armor was created by this same method. Using front viewport and already modeled character I draw splines, which were profile of parts of the armor. Next, using other viewports I added new splines, so finaly I gain simple 3D cage, that was converted to Editable Poly. Only armor on forearm was created from standard max object - tube. Dress - as far simple object was create using splines too - I prefer spline modeling than box modeling, because it is easier for me to, for example, fit dress to the body.
3. TEXTURS, RENDERING & POSTPRODUCTION
Textures in this work are quite simple, I would say banal. There was no time, because of deadlines, so I used camera map mapping (except dress - cylindrical, and wings - spherical mapping). Since I used camera as a mapping projector everything looked good only in one, ,final frame. Textures in diffuse slote were set on 50%, bump was quite low to - thanks to this I gain nice effect of "paiting the scene with light". Effect of tear of dress and wings were made using opacity slot.
Upper image shows you texture of armor on the legs. All rest armor objects were textured similarly. From left: diffuse map, specular and bump.
Upper image shows you final belt textures and my background - it was painted in Painter - I created few simple stains, imitaited clouds.
Upper image shows texture of dress - it shows you how I made wings' textures too.
For final rendering I used Brazil R/S. Unfortunately I lost my settings, so I'm not able to show them. At the end I used Photoshop to work with brightness and contrast and, what is the most important, some blur - this gave me mistic mood.
Best Regards,
Maciej 'Nezz' Drabik