amazing work!!!
The Final Battle, Max Kor (3D)
ahhhh … are they rewriting it … I wanna read it … can’t wait … please cgnetworks guys hurry up a bit!
In the meantime…
To setup the shader in Maya read the Jozvec tutorial here …
http://www.cgtalk.com/showthread.php?t=163360&page=3&pp=15
(and some corrections from Francescaluce and Master Zap himself 
and read the pdf from :
http://www.lamrug.org/resources/skintips.html
If you have any problems after that here are some tips:
Make sure there are no flipped normals on your object,
if you have any light setups and/or FG/GI in your scene
- turn them off temporarily and make just one “key” spot
with raytrace “hard” shadows, so you can properly set
the amount of the global sss effect :
look at the “self - shadow” on your object (if it’s a head - under the chin for ex.)
and play with the Scale Conversion parameter in the Algorithm control
- the shadow must be completely black except for the edges, were you should see a very slight “color bleeding”.
Add additional lights and play with all the subsurface scattering effects…
(after determining the colors you want, use them as the “base” colors
in your textures afterwards).
To make the color variations in your textures show up more on your material
- map the Subdermal Scatter Color with the same texture you used in Epidermal Scatter or/and Diffuse Color, but with the appropriate change in Hue, Saturation and Value…
Then you’ll have to decide whether you want your material to have real reflections of the environment (with or without surrounding objects) or
you can use the two build-in fake specular colors
(that will work only if you have any regular lights in your scene), or …
you can use both, so your material will work nice in any condition :
- real reflections will work with just FG on,
- reflections and fake speculars with lights and FG/GI,
- just fake speculars with lights only…
In addition to real reflection (Reflect Weight) there is also fresnel effect build-in
- use the Edge Factor and Reflect Edge Weight to control it.
Blur your reflections with Reflect Shininess and increase the sampling
quality in the global mental ray settings to get rid of the noise
(you can also use “fine” bump map that will make the noise less noticeable)
and to speed up render times you can make already blurred environment map or
blurred Environment Shader (material’s local environment).
Realy nice image 
ok if i got some questions?
I realy wonder how you made that chain mail
did you manualy rotate an place all the chains?
and how did you copy the chains, looks only like small locators inn the wireframe image, is it some kind of placeholders?
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…Hi MKor
…Your work it is Fantastic (and very popular)
…U must create one DVD tutorial for your work.
…Modeling , texturing , hair ,scripting … (maybe with Gnomon)
…I am sure :deal: u sale many many many copys
…just one idea 
.
GREAT work!good model and texture,especially the armor!well,maybe it will be better if the character has a tough look
Wow, congratulations, i haven´t seen anything more realistic than your creation, i just…admire you jeje.
PLEASEEEEE PROMISSE ME THAT YOU WILL WRITE A TUTORIAL FOR THIS, PLEASEEEEEEEEEEE.
Can you post the entire texture map and the bump file?. I really like to know how is the set up for the skin. I use 3d Max for working, but i´d love to experiment about the set up you used for it. I also like very much the wire you did. If i´ll write you mi email, could you send me the basic mesh for seeing under 3d Max, please?
Very good work man! im looking foward to see a tutorial of all this.
Oo yeah? Arent u guys good at this 3D things? U shouldnt be surprise dude!! lol. The ppl of the books rulez!!
To quote a legend
“Impressive…most impressive”
You’ve done a great job, hats off to you but what’s the guy thinking? You’ve done a great job on the model, texturing, lighting and all, now give him some thoughts. He’s in armour is he going to battle? is he leaving behind loved ones, or facing a nemisis? Be brave and breath life into him, a mind and soul not just a body.