some fanart, based on Willie Real’s amazing design of Fargo’s Lester Nygaard, which you can find here:
and lastly some renderpasses used in compositing the images:
-Ambient Occlusion pass: adds additional definition in the shadow areas and crevices.
-Shadow only pass: used as a selection to control the shadows individually.
-Emissive only pass: used to further boost both the eyes of the atlas and spectres.
-Specular pass: specular part of the light reflecting off the model, used to further boost and shade the models.
-Reflection pass: reflection part of the light reflection, also used to give more control in the composite.
-Selection mask: simple mask that can be easily split up into 3 different masks for the 3 different models by using the Red Green & Blue channels
-Normals pass: used for additional lighting control in the composite stage, these showcase the normal angle of all the surfaces, when split up into Red Green & Blue these can be used as masks.
-Zdepth pass: used for depth of field blurring aswell as a mask for distance fog.
Received a request for a version with a darker background, so if that’s your thing, you can grab em here:
new stuff coming soon.
So do you render them from scratch in z or do u do the major construction in another prog and import?
It’s traditionally modeled (polys & subdiv surfaces), then exported into zbrush for additional detailing like the cloth folds, i tend to use a whole mixed bag for the modelling between some custom stuff, blender & 3dsmax aswell.
some zbrush and flatshaded shots for the happyDayZ piece.