Can’t say I know what the chain is about but I haven’t seen the movie. So other than that, fantastic job on him. He really came out great.
HARDCORE MODELING!: Stan Winston Tribute: Pumpkinhead
Love the skin detailing the dessicated bits the veins and the improved anatomy.
Also is the bike chain from the movie or something?
Seems to suit him. I got to get this DVD sometime 
Thanks a lot for the comments guys! I agree 100% about the chain. It’s not textured yet. Nor his eyes, teeth or nails (which are out of place btw). I’ll fix them for the final image. Yeah, it’s in the movie. If I remember, the guy is trying to escape on his motorcycle but then he sees Pumpkinhead standing there, holding the chain of his bike like he was about to say “looking for something, pal?”. Funny stuff. I like the sadism of those villains in horror movies 
Here’s the first pass of T-Rex pose. Still a lot of tweaks needed. Also, a little bit more texture and started detailing the hands. All rendered in Zbrush just for now.




I’ll spend one and a half day more on the T-Rex to try to get him done by Saturday in the afternoon. Then I’ll go back to Predator and will work on him from Saturday till afternoon of Sunday and save the night for the tweaks and renders on all models.
-Kris
Very impressive, as usual Kris!
I’m loving the details, and the texturing is off to a nice start. I really can’t wait to see what all your creations look like in the final entry.
Brilliant work!
I’ve just begun trying my hand at 3d modeling and currently using a 30 day lightwave9 trial.
Your work is simply amazing Kris! What an inspiration you are!
How many hours do you think you’ve invested to get where you are today?
How many hours per day should one work at creating something?
Do you think it’s feasible to self-teach yourself or do you recommend schooling?
Thank you so much for posting your progress models. They are wonderful.
Great Krish Master Piece of work Keep on doing…
Krish Plz can u Help me as I am a fresher I am Getting a lot of problems : My Software is MAYA 7 and Zbrush 3.1 and I am working on Predator Model…
Rendertype Mental ray of MAYA 7:-- Approximation Editor
My displacement settings:-
I am Using Mental rays Approximation Editor as Parametric (value = 4.8 in U divisions) type to subdivide the model during render time and my displacement maps are 32 bit .map file formats having resolution 4096 Pix…
My problems are :–
- I am unable to get Displacement in Occlusion Pass…
- And when I am unable to render the Whole model at a time like the Tentacles(Hair) the Face and the Armors etc in mental ray.
It shows a error - Memory out.
I have 4MB cache memory NVIDIA Quadro FX 1500 Graphic Card and 2GB of RAM with Xeon processor IBM machine.
Plz help me I really need your help to show my output and plz… Dear can you able to give me your personal Mobile or landline Number and Email ID so that I can Call you here from India, Hyderabad.
Can you tell me what type of system you r using and tell me the cache memory and your system confuguration…
I am facing a lot of technical problems if you will help me, I will be Very Kind to you… Plz Help me After all you r Genious… Great Artist… Bye Thank you have a nice time
my email ID : cocopalm64@yahoo.com you can send your information through my ID and I swear (Promise) it will be secret plz help an artist… by an artist…
goddamn Chris!:bowdown: :bowdown::bowdown: Every time I feel lazy it’s enough to look at your work and I get a kick up my behind!:buttrock: Thanks for the inspiration:thumbsup:
WyattHarris and StevenEgan,
thanks a lot guys. I think you will enjoy the final renders of the T-Rex then. A LOT of details and some cool renders will be posted till tomorrow. Stay tuned!
rhocando,
thank you so much for your kind words. Yes, I believe it’s very possible for you to teach yourself. That’s what I’ve being doing for the past years. It’s a non-stop process but if you love to learn and produce art, then the process will be rewarded at some point.
It’s hard to say about hours invested. It’s not linear. We are humans and some days you just cannot find energy anywhere. So, in this case you can just rest or you can insist and produce work anyway. That’s more or less what I do. Doesn’t matter if I’m tired I try to produce, during those times when I feel inspired. But of course, sometimes I just stop producing for a month, maybe two, so I can look around and find more inspiration that drives me to go back to my work. When someone ask how long this or that work took me to finish, I can say the same someone once said “took me a few hours… and many, many years”.
Good luck with your new journey.
cocopalm,
WOW! Man, there are a couple of wrong things there.
I will not answer specifically but I’ll tell you that Maya 7 running on only 2GB of RAM is not the best way to get ANYTHING done. Displacement settings and how-to can be found at ZBrushCentral and here at CGTalk, in many many threads. Just research and I’m sure you will find information about that.
Also, Maya’s manual/help explains everything in detail. In your place, having the machine/software config you have, I’ll rather render everything in Zbrush. Go to ZbrushCentral and download some cool free shaders and lighting setups. Find a cool one that shows all the details of your model and render it. ZBrush will show more details than any other way if you use a good shader. Even HDRI reflections can be rendered in Zbrush. That’s probably your best bet man.
I hope it helps. Good luck!
Intervain,
Mag, always a pleasure reading your posts. Thanks a lot! I’m glad you like it so far. A lot more to come on the next hours.
xLonewolfx,
thanks! Maya 2008 + MentalRay (4 area lights) 8GB RAM
3mm,
sure! I’ll be posting more details after I finish all those renders I am cooking right now :surprised
Cya,
-Kris
Wow Krish you r great and thnks for replying to me Well first of all Your submissions r really a great piece of master work … Keep on doing…you r great…
Well next thing can you tell me
- How you r getting such a finer detail and
- Which type of shader you r using in Zbrush to get such a nice natural output specially finer details and lastly
- If you will export it to maya then how to get the same amount of detail there
B,coz I have a plan to Coplete the character and want to rig it …
One more thing how to post such a big images in the theread itself like you r posting I want to post few more colored but my thread is full so I am unable to post other images plz help me…
Thanks Krish Hope you will reply me soon Bye take care…
Amazing work dude. i have your pumkinhead as my background and if you ever make some 3d prints of him ill definitely buy one.
1 question. i know you’ve said you have 8 gigs of ram but what are the rest of your pc specs.
My Next Submissions plz give remarks on it----
ZBrush Mesh
From Top :- http://forums.cgsociety.org/attachment.php?attachmentid=132837
Front Close :- http://forums.cgsociety.org/attachment.php?attachmentid=132838
Profile :- http://forums.cgsociety.org/attachment.php?attachmentid=132840
Front :- http://forums.cgsociety.org/attachment.php?attachmentid=132841
BackView :- http://img181.imageshack.us/my.php?image=backviewpredatorcocotv9.jpg
Few Retouched Images in Photoshop
Links Front Color - http://img253.imageshack.us/my.php?image=frontpredatorbc4.jpg
Links Profile Color- http://img253.imageshack.us/my.php?image=profilepredatorla1.jpg
In case of color images I did some color corrections in Photoshop but I am not happy with Displacement Maps Generated in MAYA 7 as I have already told … I am unable to get finner details in Maya as compared to Zbrush, In case of MAYA its blurring out…-- Can you help me to solve this problem I am sticking to Maya for displacement B,coz I have a plan to do the complete Model and Rig it for animation Purpose and for that I think Zbrush is not the solution and for that I have to Export the displacement Maps from Zbrush and Assemble it into Maya Shaders…So I think now You can understand my Problem why I am using MAYA plz Try to give any solution… for the problems I am Facing
Thank you, and Keep your spirits High you r really a great Artist a lot of good things will come out from you in the form of your art You r One of my Mentor which gives me power to work and some day I will achive my Goal … Thanks again have a nice time bye…
Awesome work as always sir. really inspiring. i m also doing pumpkin head. cudnt reach your quality of course plus i havent learnt rendering in zbrush much but still tried my best and got to learn a lot from your pumpkinhead. i used it as my refrence :)… and the t-rex is really blowing. its gr8 to have artsits like you in the challange which really helps a lot in learning. i guess its clear now who is going to win the challenge … all the best !!
Thanks a lot guys!
Here’s a loooong list of images I posted just now. They are my final submissions. Unfortunately, Predator could not make the list. I’ll finish him later. I’m just so glad I was able to complete 3 models, with lighting and textures. It was hard work but it was fun.
Congrats everybody who finished their works. You guys rock!








This is the first of 3 models I finished for this challenge. It’s the Tyrannosaurus from Jurassic Park, a great display of amazing animatronics and VFX done by Winston and ILM. One of my main inspirations to start studying CG.
Details:
100% poly painted in Zbrush. Base mesh modeled in Maya, imported in Zbrush for rapid prototyping, retopologized in Maya, back to ZBrush for detail reprojection and further fine detailing and posing using Transpose Master. No images were used for texturing, only regular alphas. The final mesh has about 12 million polys but it was rendered with one subD level less, at 3 million polys, imported directly to Maya. No displacements nor normal maps/bump used. Everything is pure geometry. Rendered in Mental Ray with 3 area lights. FastskinSSS shader used. Only color map and cavity map used (cavity plugged into the ambient slot). Render time: about 25 minutes each, on a Dual Quadcore + 8GB RAM, running Maya 2008 and Zbrush 3.1
Cheers,
-Kris








This is the second of 3 models I finished for this challenge. It’s a caricature of Stan Winston, originally painted on canvas by the master Sebastian Krüeger. In a sense, this is a double tribute: to the Master Winston and to Krüeger.
Details:
100% poly painted in Zbrush. Base mesh modeled in Maya, imported in Zbrush for rapid prototyping, retopologized in Maya, back to ZBrush for detail reprojection and further fine detailing. No images were used for texturing, only regular alphas. The final mesh has about 7 million polys but it was rendered with one subD level less in Maya. No displacements nor normal maps/bump used. Everything is pure geometry. Rendered in Mental Ray with 2 area lights and some white planes. Final Gather activated. FastskinSSS shader used. Only color map and cavity map used (cavity plugged into the ambient slot). Render time: about 1 hour, 5 minutes each (800x1000), on a Dual Quadcore + 8GB RAM, running Maya 2008 and Zbrush 3.1










This is the third of 3 models I finished for this challenge. It’s Pumpkinhead, created for the movie with the same name, directed by Stan. In his hand, a motorcycle chain. Watch the movie to know more about it.
Details:
100% poly painted in Zbrush. Base mesh modeled in Maya, imported in Zbrush for rapid prototyping, retopologized in Maya, back to ZBrush for detail reprojection and further fine detailing and posing using Transpose Master. No images were used for texturing, only regular alphas. The final mesh has about 12 million polys but it was rendered with one subD level less, at 3 million polys, imported directly to Maya. No displacements nor normal maps/bump used. Everything is pure geometry. Rendered in Mental Ray with 4 area lights. FastskinSSS shader used. Only color map and cavity map used (cavity plugged into the ambient slot). Render time: about 25 minutes each, on a Dual Quadcore + 8GB RAM, running Maya 2008 and Zbrush 3.1
I had a blast. Congrats to everybody who managed to finish and thank you all who stopped by my thread to say hello.
Cheers,
-Kris
