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  • Beast Tutorial By Rambo Sahu

  • IMG_0165.jpg Hello Guyz!! I am Ramakrishna Sahu a.k.a Rambo Sahu.I am a CG Character Artist,specialized in working with both Games and Cinematics/Movies.Currently im working in a Gaming firm called Trine Games as a Character Artist,here in mumbai.I've been working as a proffesional since last year,in the CG industry.I work as a Moderator in forums of our website Animationsupplement.com which is India’s largest Portal of Textures and Images database.Besides,I am also into Concept development and Illustration which i work on as a freelancer including Characters.Profesional Projects I have worked on:I have recently worked on the PlayStation game called 'Ra.One The game' which was developed by Trine Games And published by Sony Computer Entertainment Europe.I have also worked on the highly anticipated Playstation game called 'Move Street Cricket' which is Sequel to 'Street Cricket Champions'.

    Solid Base:

    I planned to just build up a bust,where i can study and research more.Initially,i restricted myself going to the next level of detail,untill i finished with a good solid base.Basically,what i was looking for was a nice silhouette all over the Character bust.Then,on this i would later build up the whole character.This is what i follow for all my works.This i would achieve mostly using claytube,standard and move brushes.

    Step_01.jpg

    Primary Details:

    Once,i got a good base to work on,i sculpted upon it to bring out the forms of the face,defining the skull bones and muscles(Anatomical Features).It needed some good brainstorming to build on the stuff.I used quite a bit of the 'ADD' feature Geometry tab to add more resolution to the mesh as i was working on it.But,be carefull to not use it much in such preliminary stage of sculpting.As you dont want to drag yourself,with a Hi-res mesh making it difficult to get.

    Step_02.jpg

    Secondary Details:
    Now,i can think of the overall sturcture and sculpt out the vital forms on the Beast.I wanted to study the natural forms over it,and how i can apply it on this particular sculpt.I went back again to my refrences and searched more on Google.Also,to build up the horns i made my own set of custom alphas and used some default ones too.To make the basic sturcture of the horns,i used the 'CurveTube' brush in Zb4r2,and then using 'Ctrl+Left' drag mouse i merged it with the main mesh.This is a very cool feature of ZB4r2 and its very handy.

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    Tertiary Details:
    Now,when i have laid down the neccesary forms and folds over the body,it was time to go crazy with the details of it.For exm.the skin,the pores and skin wrinkles on this guy.I used quite lot the default brushes and alphas in ZBrush,but as i told before i also had my own set of custom alphas to choose from.It was very neccesary to project the proper alpha on the exact place.I used the drag in Zbrush.

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    Texturing :
    The texturing for this guy was little challenging considering,i had planned to use several scale of textures.I decided just to polypaint the textures and also using some alphas to get the desired effect.The basic colour overall was of the skintone,but i also wanted some other colors in there playing their role,to get that creaturish look to it.Painting first the foundation colours,just like how you normaly paint on canvas,i gradually moved to the higher texture details.Adding skin pores,scales and skin fold tones,i kept defining the vital areas.It takes a lot of patience,and its a matter of gradualy detailing it layer by layer.After,spending some good 3-4 hours i was satisfied with the results.

    Step_05_a.jpg

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    Lighting In Zbrush:
    The Ligting concept here was pretty much simple for me.Not going too fancy with the light setup,since i planned to take out multiple renders and passes as per myrequirement.I had setup a three point light rigg for this guy,the key light from the Top-left of the screen,rim from the mid-bottom right,and a fill from the top.Thelights intensities were such,that the overall composition would have a nice balance in light and dark.I usually play with light colours,to give a little twist in the 'look-n-feel'at different places.

    Step_06.jpg

    Rendering Beast:
    I had used a BPR render,with derving all passes like AO,SSS,etc.Also as i mentioned earlier,i rendered multiple passes with different shaders as required.This gave me som emore stuffs to play around while compositing.The BPR filters are very good to add some sharpening and also usng different blend modes.It enhanes therender by quite anextent(Depends how much you play with the settings).Tweaked some parameters of the material too,balancing the values between,diffuse ambient and the specular to have control over the colour.One of my favorite features in Zb4r2,the WAX PREVIEW,i rendered some shots with it,to get that Gloom kinda effect in the final comp.Some of the settings are here.

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