Steampunk Myths and Legends Entry: Eric Montanari


#1

Eric Montanari is entered in the “Steampunk Myths and Legends” update: View Challenge Page

Latest Update: Work In Progress: the torso from the front


#2

This is the start of my model. My concept is a steampunk enterpretation of hephaestus, also referred to as Vulcain.

Not much to show here I know, but I will update here soon.


#3

I will have more to say tomorrow when I finish the basis of his upper torso.


#4

I will take a break from my Upper Body for now and return to further define his topology later. I have started on his legs.

Hephaestus was thrown from the heavens as a baby because of his appearance, leaving his feet and legs crippled. Because of this, he has trouble walking. I will be exploring all of the imperfections in this god throughout this project, and the way I am visualizing this disability in a steampunk setting is for him to have replaced his crippled legs with steampunk/clockwork legs.


#5

This is my progress on my upper leg, I’ll put a close up of the image as well.


#6

I based the design for his legs on the anatomy of the leg. I have machine components that are in position to function as muscles and joints.


#7

Nice designs! :drool:


#8

Steampunk Hephaestus. Kind of makes sense when you think about it :slight_smile:


#9

this is my progress so far. I am pleased my legs for now, though I already see other areas that could use some optimization. I will post some other renders of the model as well.

I have broken the leg down into a study of anatomy, and how to use steampunk technology in order to make a leg that looks as if it could function like a normal human leg.

I will now take a break from the legs and refine my topology in the upper body.


#10

here’s an image of the lower portion of the legs.


#11

this is my refined head mesh. This was also modeled in Maya 09. I took this into Zbrush from here for a refined high res sculpt.


#12

This is my highPoly sculpt. I plan to polypaint him and achieve a realistic skin texture, with as much detail as possible.


#13

I generated a normal map out of Zbrush. I find that Zbrush gives me the most optimal results for an organic character, and leaves the least to clean up. I also have baked in an ambient occlusion map, which I generated with XNormal.


#14

This is my wireframe. I used 3DS Max to render out the wireframe after giving up on downloadable maya shaders. I feel that this is about as dense as I need to go to keep a smooth silhouette. My final render will not be this close to his body of course.


#15

It’s been a while sence I’ve hada chance to post. Here is the progress I have had so far for the upper body, I used the same method for the torso as I did for vulcains head. The normal map was created out of Zbrush, and the ambient occlusion map was baked out of XNormal. I’ll post an image from the front shortly


#16

Here’s an image from the front. Again, the glossy look is temporary. I am using blinn’s to show detail, as haven’t played with lighting yet.


#17

The torso and head look good. I like the subtle variations from side to side. should look pretty sick when you drop in some texture and light


#18

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