3d, zbrush, biped character morph rig, wireframe, ometiklan, julio medina

The Making of Gladiator Ometiklan: Modeling and Design

My inspiration for this character came from the movie Underworld. I was impressed with the morphing capability of the werewolves and wanted to challenge myself for a personal project. Modeling the human form did not prove too difficult but the wireframe integrity had to maintain a certain complexity to match the extreme nature of the beast shapeshifting. Texture and UV warping were of great concern. The most problematic areas of the model were the ears, nose, and mouth.

The Making of Gladiator Ometiklan: Texturing and Shading

Texturing Gladiator Ometiklan was difficult. Two separate beings, one realistically human, and the other...a middle-ages conceptualized beast, conjoined to create a rendered morph character. UV Mapping was completed in Maya. Photographic manipulation in Adobe Photoshop. Hand painted additional layers in Pixologic ZBrush to create a rough human skin. The beastly side of the warrior came from a base layer of elephant skin to give a thick, un-penetrating layer. Sub-Surface-Scattering and fleshy tones were added to give a hint of a human transformed. Human and Beast Mental Ray SSS Shading Networks layered with the Blend Colors Utility in Autodesk Maya. Controlled with the same Metamorph slider used to morph the joints, geometry, and blendshapes.