Torch
02-19-2007, 06:49 PM
http://features.cgsociety.org/gallerycrits/265715/265715_1171914561_medium.jpg (http://features.cgsociety.org/gallerycrits/265715/265715_1171914561_large.jpg)
Title: Talon Hawk
Name: Saul Toresan
Country: Brazil
Software: 3ds max, Modo, Photoshop, ZBrush
This image is a pre-rendered representation of the real-time look of the main character of a next -generation independent game project. Hawk design is much more inspired by an eagle shapes than an hawk ones. I thought more interesting the eagle expressions and beak shape. But for story/plot and gameplay reasons I define it as an Hawk.
The image above was rendered in 3dsmax default scanline. The feathers were made in Ornatrix, amazing hair system. The Hawk's head has 2350 triangle faces (1100 quad polygons, approximately). For this rendering it was subdivided just once. In Hawk's beak there is subtle translucency achieved faking it with a translucency map. The nostrils and other details are in the normal map generated in Zbrush. The diffuse/color map, the specular and the additional bump map were blocked in Zbrush and detailed in Photoshop. The uvmapping were made in Modo, that exports the uvgroups straightforwardly to Zbrush (3dsmax still can't do that). I paid especial attention to the shadows that perform the eyes expression (in humans would be projected by supraorbital and eyebrows motion).
I hope you'll like it! Check out the head mesh and the hair system in these turn-arounds:
http://3dtorch.com/gallery/talon/hawk_wire_hair_turn.mov
http://3dtorch.com/gallery/talon/hawk_wire_turn.mov
Critics about mesh topology always welcome.
Title: Talon Hawk
Name: Saul Toresan
Country: Brazil
Software: 3ds max, Modo, Photoshop, ZBrush
This image is a pre-rendered representation of the real-time look of the main character of a next -generation independent game project. Hawk design is much more inspired by an eagle shapes than an hawk ones. I thought more interesting the eagle expressions and beak shape. But for story/plot and gameplay reasons I define it as an Hawk.
The image above was rendered in 3dsmax default scanline. The feathers were made in Ornatrix, amazing hair system. The Hawk's head has 2350 triangle faces (1100 quad polygons, approximately). For this rendering it was subdivided just once. In Hawk's beak there is subtle translucency achieved faking it with a translucency map. The nostrils and other details are in the normal map generated in Zbrush. The diffuse/color map, the specular and the additional bump map were blocked in Zbrush and detailed in Photoshop. The uvmapping were made in Modo, that exports the uvgroups straightforwardly to Zbrush (3dsmax still can't do that). I paid especial attention to the shadows that perform the eyes expression (in humans would be projected by supraorbital and eyebrows motion).
I hope you'll like it! Check out the head mesh and the hair system in these turn-arounds:
http://3dtorch.com/gallery/talon/hawk_wire_hair_turn.mov
http://3dtorch.com/gallery/talon/hawk_wire_turn.mov
Critics about mesh topology always welcome.
