Long time passed since my last real artwork submit as many of you remmember..the reason was i didn't have any inspiration at all back then.. ..but I fallen in love....and I found my new inspiration her name is Petia and she is the reason for me to finish this costume,to texture it and anything so I'll say thank you my love once again and now about the software
Programs used: 3D studio MAX,Zbrush,Mudbox,Photoshop,Unfold3D the scene was rendered in Mental Ray in 3d max
and the name of the costume well I am a big fan of the game Haze,...or actualy a big fane of Mental corporation...I really like the costumes in the game,but I did my own design of the costume,and actualy Ceco from Masthead studios inspiered me with the idea for the nectar bars (the web of bees) on his costume it was designed to be like a light source but i think that this looks much more better.
Hope you enjoy it waiting for your comments and critics and if you want to view it on the original resolution 1359x1700 click download
You know instead of metal you could use Nano-Materials. Some have even been used to create materials that are hundreds of times stringer than steel, yet as light as plastic.
actualy a bump map with value of 5 of 100 scale in max the bump was so strong that made some elements pup up more but that's for the textures some of the detail is not displacement map it's a High poly detailed mesh the arms legs chest boots.. anything with deeper cuts
great work. 7 years ago I freelanced for an interactive studio doing 3d modeling & texturing. I wish I would have stuck with it. I stopped when mapping first started getting popular and that's when I got lost.
I am submiting right now the full front side back view of the mental-costume concept (the 3D Model rendered in max) texturing isn't so complecated belive me
the bump was so strong that made some elements pup up more
but that's for the textures some of the detail is not displacement map
it's a High poly detailed mesh
texturing isn't so complecated