Eric Montanari is entered in the “Steampunk Myths and Legends” update: View Challenge Page
Steampunk Myths and Legends Entry: Eric Montanari
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.
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.
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.
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.
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.
This is my highPoly sculpt. I plan to polypaint him and achieve a realistic skin texture, with as much detail as possible.
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.
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.
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
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.
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
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