An artificial jungle with no morals nor ethics, just individual wills .Pure urban capitalism.
That´s a 100% procedural algorithm based modeled and textured work ,shading and displacement algorithms were applied over simple geometries,buildings and spaceships, getting a surprising and unexpected result ,thanks to 3d max slate material .
Soulburn pluging "wirebundle" command was very valuable for wiring purposes .
PROCEDURAL SPACESHIP
PROCEDURAL GRAFFITIES
Procedural Shading also included a sutil seamless graffiti shading likely to pop up just in places where an urban artist is able to accede and work properly .Check this out and find the graffities!.
MATERIALS
Here you have some interesting 100% procedural nodes that wrap the precedural city.
Im pleased to present the ERUDIT IN THE FIELD OF EXCELLENCE .After a long , happy and joyful childhood , the erudit expended his youth in the most expensive and prestigeous universities with outstanding marks before starting a stunning and successful career that made of him one of the most excellent gentlemen in the field of erudition.
The character was first concept in zbrush, retopologized , and textured in photoshop from some interesting baking matcaps materials from zbrush with the help of the function "crop and field".IT is lot of fun but you first make sure youve got enough hard disk space XD. Zbrush matcaps are too nice .
Hair was combed with HAIRFARM .Otherwise you mayprefer to struggle with our beloved "hair&fur" from max.
Hands were modeled separately from max to zbrush following a parallel proccess as erudit head .otherwise I would have ended up with a diferent result .
Posproduction was made in nuke and photoshop .Nuke was very helpful to create the "boke" lensblur effect and volume ligth of background .Dust particle were added from old max render files made very quikly with pflow .You may do that with many diferent particle based aplications with the same result .
EYES,EYEBROWS&GLASSES DETAIL
MOUTH DETAIL
HAND DETAIL01
HAND DETAIL02
ZBRUSH RENDER OUTPUT: detailing wrinkles
ZBRUSH CHARACTER BASE
Clip underneath shows hand rigging test for the character . The tree sequences belong to the workflow modeling (3dmax), detailing (zbrush) , shading (max, zbrush, photoshop).