Sphinx

Responsible for all aspects.

I created this piece for Tran Ma’s Texturing & Shading IV class at Gnomon.

Original concept by Eduardo Francisco.

Modeled in Maya, sculpted in ZBrush, skin textured in Mari, hard-surface textured in Substance Painter, groomed in Yeti and rendered in VRay.

SPIDERWEBS

For the spiderwebs, I used the Kobvebs script. It was easier to art direct the webs by duplicating the skulls, deleting unwanted faces, & selecting the remaining faces to have cobwebs form between. By adjusting the max length and gravity sliders I was able to get the look I wanted. From there, I used VRay renderable curves with a VRay hair Material to render and shade the webs.

HAIR & FEATHER GROOM

I split the grooms into three categories: facial hair, scalp hair & feathers. For facial hair, I created eyebrows, eyelashes and peach fuzz. Her scalp hair is made up of 5 different grooms and the feathers (not pictured in the outliner) are created also using 5 different grooms.

The node network depicts the nodes used for the peach fuzz. A map masking out the eyes and lips are imported in using the texture node.

FEATHER FLARE

Yeti has an incredible feather feature built in, however, I wasn’t getting the tapered look I hoped for in the final render. So, I resorted to hand-placing a few curves and rendering them via VRay renderable curves. I used the same material as I did for the feathers here so that the iridescence would be consistent. I also tapered the width to further thin the feather ends.

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