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September 30, 2009
Kaam game character finalized
October 13, 2009

As promised in the latest post of this series , here is the final model of our game character called Armin, a mythical Persian warrior who clobbers his enemies with his two gigantic maces.

This character was modeled and shaded by Reza Ramezani using 3DMax 2009 and ZBrush 3.1based on concepts by Faraz Shanyar.

The model was textured in Photoshop and rendered using Vray and the whole process took approximately eight working days (we weren’t working on it full time). Most of the process was pretty straightforward except a few problems we had with Vray’s sub-surface scattering material. We were trying to obtain a rather realistic but at the same time stylized look for the skin of the character but we kept bumping into limitations on this shader.

We had never done sub-surface shading in Vray before and we didn’t have any detailed documentation on the workings of the sss shader so we tried all the parameters and finally decided to use a blend material with the sss shader in one slot and a vray material with the paint map in the other. It worked pretty well and we reached 80% of the result we were trying to achieve and decided to add the rest in post. To do this we rendered another layer of skin using Mental Ray’s Fast Skin shader which gave a very good result and we added this to our character in our Fusion comp.

Here you can see some of the texture maps we used for this model:

And the lighting of the scene which consisted of two spot lights, one acting as a key light and the other acting as a rim light. The rest was environment lighting and environment maps.

Here you have a screenshot of our render settings but we didn’t really fine-tune these since the render was pretty fast and we were getting a decent result:

These are some of the render passes we used to composite this image. We hope we’ll have the time to rig and animate this character pretty soon and we will give you an update on that as soon as it’s available.

Reza Ghobady
Reza Ghobady
I have a passion for creating visual stories using CGI, interactive media and digital tools I founded a creative studio in 2003 called Vishka Studio for designing and creating animated CGI content for broadcast. Our vision is to become an entertainment company focused on creating digital edutainment for kids and families. I love watching movies (particularly CGI), playing casual games, writing short articles and playing with my son.

9 Comments

  1. arnel says:

    ohh i see you this is done in max noooooo why not in maya

    • Reza Ghobady says:

      No special reason but one of our artists, Bahram Najand is much more comfortable in Max and rendering with Vray, and since we eventually wanted to bring the models into a single scene we decided to use Max.
      I personally don’t think that software has a great impact on our work since most of the software that exists in the market are very competitive and contain a complete toolset. I know that Maya may have a few strengths but each of these software, whether it’s Houdini, Max, Softimage or Maya, have their own strong points.
      Thank you for your feedback on this subject.

  2. Thanks for sharing this great article, This board is very good! I will visit again.

    • Reza Ghobady says:

      Thank you for your great feedback. It’s always good to know our readers enjoy our articles. We’ll soon be putting up some surveys to understand what kind of articles our readers prefer and would appreciate your taking part in it. We’ll inform you as soon as it is ready.

  3. kikus says:

    тема не раскрыта.. может есть ещё информация по этому поводу?

    • Reza Ghobady says:

      Hi kikus, I’m sorry but I don’t know any Russian and Google Translate didn’t do a great job of translating your comment. If you could comment in English I could give you a correct reply.

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