Making of Odin’s Final Battle
Posted on 09. May, 2009 by admin in 3D tutorials, Render

Software Used: 3ds Max, ZBrush, & Photoshop
Hi everyone, I would like to share with you a short step-by-step process of my latest artwork, Odin’s Final Battle. I created this image for a competition with a steam punk mythology theme. After I decided to join the competition, I was soon doing research for a good story, and I chose to go for the Nordic myth, Ragnarök. Odin was one of the main characters in this story, and because we have to put a steam punk touch in our images, my idea was to make a human version of him, but with a metal suit of armour powered by steam.
The first process was the modelling. I usually start with the head, so I gathered some references for his face. Odin is the ‘father of the Gods’, so I had to make his face a little older and wiser than an average guy would look. After I create a base mesh in 3d Studio Max, I imported it and then began to sculpt the face in ZBrush.
The next process was to export the subdivision 2 model and create a normal map from the high poly head. In order to do this, I used XNormal, which is a very good freeware for baking normal maps. I place the subdivision 2 model in the low poly slot and the highest subdivision in the high poly slot, and then chose normal maps as an output and hit render. Here’s the head model with the baked normal maps.












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