Hello everyone ! I wanted to share with you my latest work about Hellboy in his "Anung un Rama" Form
I always loved Mignola's work and wanted to give my vision of the Anung un rama version of him, wich can be seen briefly in the comics.
At first, I created this model for the
#AngelsAndDemonsChallenge on Sketchfab, rendered unshaded for better fidelity with Mignola's Art (see below)
Then i wanted to make a "real" rendered version of it, so i putted my hands inside Renderman and here it is.
I used Substance painter for the texturing part and Zbrush and Maya for the sculpt/modeling, topogun for the topology.
I really hope you’ll like it, and feel free to comment !
Cheers !
Zalk
model
Replies
love the contrast between the "classically rendered" stuff and the stylized things like the crown and the lightning.
Did you texture all in SP? I´ve never seen anybody using substance painter to make hand painted textures. They tend to use bodypaint in the past gen and 3d coat in the current one
Well, I used Substance painter mainly for baking, roughness, metalness, emissive the lava effect. The other really interestinf thing i found in Substance for this project was the light baker mask wich allowed me to get this Mignola " chiaroscuro" ... i uses several of them on various objects to get the desired effect (so it works on almost all angles). The rest of the painting was roughly made in substance then exported to photoshop where I use Displacement, world space normal and curvature (with layers effects) combined with a color treatment to get my final base color map (then i send it back in substance to finalize everything. i use this technique for almost all of my works, another exemple is this fan-art of Hollow Knight i did : https://www.artstation.com/artwork/34rWE . Ittook me a will to work everything well with gradient color map to unify the aspect, but the theory is the same. Not sure if it's clear