Artist Jose Rodriguez channels his influences and experience to create an incredible character.
This 3D art
project, called Heavy Knight, was based on a character design concept
of an elite heavy knight for the universe of Twilight Monk by Trent
Kaniuga. Senior character artist Jose Rodriguez
spent six months on and off working on the render between freelance
projects. The base was created in 3ds Max with V-Ray and then ZBrush was
used to create all details for the displacement maps.
While Rodriguez says he works in a very traditional way, he
often experiments, mixing techniques in 3ds Max and ZBrush to create
hard surfaces for his props. Overall the artist says there are two areas
to his work he particularly enjoys: "I love sculpting the
high-resolution details and the compositing work to bring the picture to
life."
I love sculpting the high-resolution details and the compositing work to bring the picture to life
When it comes to his influences for Heavy Knight and work in
general, Rodriguez says: "The awesome work of different 2D and 3D
artists is a great influence, but the best inspiration comes from the
cinematic work done by some game companies, especially cinematics by
Blur and Blizzard, their technical level, aesthetic and atmosphere is
unique in every movie from them."
01. Creating the base
This character's armour design is highly detailed so, to be
able to model every part, I need to support it over the character's
body, and, for that, I had to discover the body beneath the armour. A
fast drawing and a basic model helps me to understand the anatomy.
02. Working with multiple objects
By design there are several overlapped objects in the
character's waist. To work on this I created different primitives
simulating the basic shape, size and position of the props, then I
created a basic model for each piece and finally added the detail in
ZBrush.
03. Adding details
Once I have the shape and position of the shoulder pad, I
add the skulls. These are modelled in ZBrush with DynaMesh and I use
ZRemesher to get a basic geometry, and then I use Topogun to make a
better adjustment. When I'm happy that the geometry is correct, it's
time to add details like the cracks.
04. Functional geometry
Even though the original idea was to create a still image, I
always try to achieve an organised geometry that can be rigged and
animated, this is a personal preference, but having that kind of
geometry helps a lot in other parts of the process.
05. Colour study
The character is a full-armour figure with a lot of
different armour pieces and giving colour to a monochrome design can be a
real challenge. In this case, two colours and different shadings are
the key, a fast overpaint helps you to know how to place them.
06. Defining the pose
The character's pose is a rigid one as the weights are
centred due to the armour's bulk. I could use ZBrush to pose the figure,
but I go traditional instead. I select the armour pieces, apply an
EditPoly modifier in 3ds Max, and using Soft Selection I play with the
rotation and move each piece until it reaches a convincing pose.
07. Background
I want a simple background to give the leading role to the
character. The set creation was really fast, I made a couple of bricks,
frontally mapped, instanced them to create a straight wall and finally
applied a Bend modifier to give it a curved aspect – something fast and
simple.
08. Working the render passes
For the render stage I extracted just a few passes so that I
could mask them and play around with them at the compositing stage:
Shaded Diffuse for Colour and shadows; Ambient Occlusion for visual
detail; Zbuffer for a depth-of-field effect; Shaded Subsurface
Scattering for the skin effect and shadow tinting; and finally
Reflections.
09. Compositing
The final challenge was to drive the viewer's attention to
the small head between all the metallic reflections of the armour. To
achieve this I decide to separate the background from the character, I
darken it and force a whitish reflection below the face.
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