XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Asura, Sanjay Chand (3D)

01-15-2009, 05:07 PM
http://features.cgsociety.org/newgallerycrits/g29/185229/185229_1232039250_medium.jpg (http://features.cgsociety.org/newgallerycrits/g29/185229/185229_1232039250_large.jpg)

Title: Asura
Name: Sanjay Chand
Country: USA
Software: Digital Fusion, Maya, mental ray, Photoshop, ZBrush

Here is the latest, been working on this one on-and-off for a few months. Base mesh was done in Maya, sculpting in Zbrush, texturing in Photoshop, rendering with Mental Ray in Maya, and compositing with Fusion.

Link to High Res (http://www.sanjaychand.com/Asura_CGTalk_Final_1080P.jpg) / Link to Wireframe (http://www.sanjaychand.com/Asura_Wire.jpg) / Link to Lighting set-up (http://www.sanjaychand.com/Asura_Lighting.jpg) / Link to Shader set-up (http://www.sanjaychand.com/Asura_Shaders.jpg) / Link to Render Passes (http://www.sanjaychand.com/Asura_renderPassComp.jpg)

01-15-2009, 07:03 PM
Cool character, nice texturing and lighting.

01-15-2009, 11:15 PM
hey Alex!

and Hey Sanjay! Damn that is one lumpy SOB; i really like the comp.


01-15-2009, 11:29 PM
It looks like a monster that would be hiding near a coral reef and would eat unsuspecting divers who dare to swim too close!

01-16-2009, 04:04 AM
ohh yes super job fantastic

01-16-2009, 04:56 AM
Awesome job Sanjay

one question what pass is that when the monster is all in red, sub-dermal?

01-16-2009, 04:58 AM
super awesome man
u have a style!!cool

01-16-2009, 06:21 AM
Sanjay very nice work..monster is looking quite cool


01-16-2009, 06:30 AM
I really like it! Nice character design. I think if you change the specular amount on either the skin or the horns, you will get a much richer image overall, giving more variety of "materials" instead of having the same shiny felling all over.

Good work!!

01-16-2009, 06:44 AM
Thanks everyone. :beer:

AnimAitor (http://forums.cgsociety.org/member.php?u=87452):
Thanks for the crit!

blam9961 (http://forums.cgsociety.org/member.php?u=288407):

The pass with the red is actually a rim light pass, a simple directional light with raytraced shadows.

The other all red pass which looks non-translucent is a spec pass, with three specs as red, green, and blue so I can pull them out in comp as seperate elements.

01-16-2009, 09:15 AM
Cool work!Well done:D

01-16-2009, 08:07 PM
always interesting to see your breakdown, you really get a wonderful result with your various passes. Good work!

01-16-2009, 11:27 PM
Great work Sanjay! Thanks for sharing the render passes. 5* :thumbsup:

01-17-2009, 06:14 PM
how many poly count?

Gentle Fury
01-17-2009, 06:22 PM
amazing work, did your computer eat itself rendering?

01-20-2009, 09:09 AM
how many poly count?
Final model was around 3 million polygons, although the rendered mesh is a few hundred thousand + displacement/normal.

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01-20-2009, 09:09 AM
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