Flesh and Metal Experiment (CLOSED)

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Foxy 3DWed, Nov 09, 2022
EMProjectWed, Nov 09, 2022
Foxy 3DWed, Nov 09, 2022
EMProjectMon, Oct 17, 2022
EMProjectMon, Oct 17, 2022
EMProjectMon, Oct 17, 2022
'd been wanting to do a horror themed render for quite a bit!
Recently I have been playing Doom Eternal, so my inspiration is the unholy union of flesh and metal. Though I don't have much time to work on this project, so I can't make the fully rigged character. That aside with only a couple of days to work with this month, its a good challenge for how fast I can make a gnarly looking thing!
I started with a base character mesh and a cube for the surgery table. I framed up the camera angle so that only have to build assets that fit in frame.
Recently I have been playing Doom Eternal, so my inspiration is the unholy union of flesh and metal. Though I don't have much time to work on this project, so I can't make the fully rigged character. That aside with only a couple of days to work with this month, its a good challenge for how fast I can make a gnarly looking thing!
I started with a base character mesh and a cube for the surgery table. I framed up the camera angle so that only have to build assets that fit in frame.

! REPORT
Used traditional polygon editing to make the Neck and Head mount. Used the screw modifier for the thread on the bolt. Also edited the table to have a head rest.
I then trimmed the body to fit the camera.

Filled in the holes of the torso and arms. This is to prepare for when I start sculpting later down the line.

I then trimmed the body to fit the camera.

Filled in the holes of the torso and arms. This is to prepare for when I start sculpting later down the line.

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Using polygon editing to shape up a mount for holding fluids. Attached it to the head mount.
Added a couple of knobs to the cauldron, and small details to the mounting mechanism.
Added the glass top to the fluid holder, and added mounting plates to the surgery table. With that I am done with the first day!

Added a couple of knobs to the cauldron, and small details to the mounting mechanism.

Added the glass top to the fluid holder, and added mounting plates to the surgery table. With that I am done with the first day!

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It's always awesome seeing process photos! I'm very much looking forward to seeing how this turns out 

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EMProject
Karma: 3,299
Fri, Oct 14, 2022I like doing process photos, it allows me to explain the steps and helps the people just starting out. Also, the recap helps me retain what I learned while working!
I had worked all through yesterday, was too tired to post an update. There's quite a bit of WIP photos built up.
I had forgotten to take a screenshot, but I imported an old skeleton ribcage and skull into the file. With the ribcage properly inserted into the body, I started making a mechanism to hold the ribcage. The blue edges are marked for the bevel modifier.

Here I removed a big chunk using Blender's sculpt mode. After I had a good chunk out, I used polygon editing plus the shrink-wrap modifier to create the metal ring around the wound.

I went to the sculpt mode, turned on Dyntopo, and when ham on the face. Just trying to make it as gnarly as possible.

The sculpt continued with efforts to unearth the ribcage where possible. After a couple hours of sculpting, I started smashing primitives together for the filter hovering over the character's shoulder hole. Used the path curve, extruded into tube thickness and ran them to wherever felt right.

Added some metal bits across the body for a bit more detail.

After the metal bits, I started the retopology work. Realllllly boring. When the character was retopo'd, I then UV unwrapping the model to prepare it for texturing.

That was it for day 2.
I had forgotten to take a screenshot, but I imported an old skeleton ribcage and skull into the file. With the ribcage properly inserted into the body, I started making a mechanism to hold the ribcage. The blue edges are marked for the bevel modifier.

Here I removed a big chunk using Blender's sculpt mode. After I had a good chunk out, I used polygon editing plus the shrink-wrap modifier to create the metal ring around the wound.

I went to the sculpt mode, turned on Dyntopo, and when ham on the face. Just trying to make it as gnarly as possible.

The sculpt continued with efforts to unearth the ribcage where possible. After a couple hours of sculpting, I started smashing primitives together for the filter hovering over the character's shoulder hole. Used the path curve, extruded into tube thickness and ran them to wherever felt right.

Added some metal bits across the body for a bit more detail.

After the metal bits, I started the retopology work. Realllllly boring. When the character was retopo'd, I then UV unwrapping the model to prepare it for texturing.

That was it for day 2.
! REPORT
Today, I have spent a bunch of time texturing, that my hands were totally cramping up.
After importing the model into Substance Painter, I baked the normal map from the Sculpt to the retopo'd mesh. Keeping the detail but cutting down massively on polygon count.


I've done only one other project that had deep wounds like this, so it took quite a bit to get the wounds looking decent. Trying to get the proper brush for the blood trails was a tedious task of trying ALL the brushes with different configs. Referenced Dead space concept art for the bloody bits. As for the skin, I've done some ugly characters before. It was easy to get the skin looking gross.

Proceeded to texture the metal bits that were attached to the body. After that proceeded to the surgery table to make it nasty.


As for the experiment tools, I was going for a gross, used look. There are some visual glitches that aren't visible in the final frame.

After exporting the textures from SPainter. I imported them into the scene to check for any issues. Then fidgeted with the lighting till I got a proper setup.

With the lighting pretty much set, I started weight painting the vertex maps used for the hair particle system. I made maps for the Eyebrows, beard, Vellus, and Eyelashes.

Groomed the hair particles till they looked good.




With another hair particle system, I replaced the follicles with beads of sweat. Used another vertex weight map to determine the location of the sweat.
With that I touched up the light sources and added volume to the scene for extra added depth in the render. I did to a small test render to make sure everything looks good. The preview had come out perfect! I won't post the preview image as it'll spoil the render.
I have the render set to 15,000 samples at 3840x5760(6K) resolution. It'll take 14 hours to render, so I'll render it overnight tonight and it'll be ready by tomorrow!
That wraps up day 3!
After importing the model into Substance Painter, I baked the normal map from the Sculpt to the retopo'd mesh. Keeping the detail but cutting down massively on polygon count.


I've done only one other project that had deep wounds like this, so it took quite a bit to get the wounds looking decent. Trying to get the proper brush for the blood trails was a tedious task of trying ALL the brushes with different configs. Referenced Dead space concept art for the bloody bits. As for the skin, I've done some ugly characters before. It was easy to get the skin looking gross.

Proceeded to texture the metal bits that were attached to the body. After that proceeded to the surgery table to make it nasty.


As for the experiment tools, I was going for a gross, used look. There are some visual glitches that aren't visible in the final frame.

After exporting the textures from SPainter. I imported them into the scene to check for any issues. Then fidgeted with the lighting till I got a proper setup.

With the lighting pretty much set, I started weight painting the vertex maps used for the hair particle system. I made maps for the Eyebrows, beard, Vellus, and Eyelashes.

Groomed the hair particles till they looked good.




With another hair particle system, I replaced the follicles with beads of sweat. Used another vertex weight map to determine the location of the sweat.

With that I touched up the light sources and added volume to the scene for extra added depth in the render. I did to a small test render to make sure everything looks good. The preview had come out perfect! I won't post the preview image as it'll spoil the render.
I have the render set to 15,000 samples at 3840x5760(6K) resolution. It'll take 14 hours to render, so I'll render it overnight tonight and it'll be ready by tomorrow!
That wraps up day 3!
! REPORT
The detail you're putting into this is wild. Vellus hair, sweat? Fantastic. I can totally see Dead Space inspiration (flashbacks to eye needles) and love that the sculpting process seemed almost as brutal as the final result! Can't wait to see the render--
! REPORT
I've followed this but just now read through the whole thing. Really great work here. I have a similar project from a few years ago about Jack the Ripper & Dr Jekyll, this I will take as inspiration if I get back to it. Thanks.
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EMProject
Karma: 3,299
Sat, Oct 15, 2022Funny, I was thinking about doing a rendition of Jack the Ripper for the contest before I decided to not do a full rigged character.
Making my image I thought I had no chance of winning this contest. Now I know why!
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EMProject
Karma: 3,299
Sat, Oct 15, 2022Just keep on practicing! Keep on joining these contests you'll get better and better!
My entry into the contest!

After the render popped out of blender. I exported it as an Open EXR format to Affinity photo. Added some noise, and just fiddled with the colors for a bit. I went for a sickly green tone. Also upped the reds a bit to make the wounds pop a bit more!
There are some things that with more time could come out better, but because of my work schedule I'll have to leave them be. For 3 full time days of work though, I am happy with the finished product.
So that's it for me! I gotta get back to work so that I can continue to eat.

After the render popped out of blender. I exported it as an Open EXR format to Affinity photo. Added some noise, and just fiddled with the colors for a bit. I went for a sickly green tone. Also upped the reds a bit to make the wounds pop a bit more!
There are some things that with more time could come out better, but because of my work schedule I'll have to leave them be. For 3 full time days of work though, I am happy with the finished product.
So that's it for me! I gotta get back to work so that I can continue to eat.
! REPORT

korpinsulat
Account Closed
Sat, Oct 15, 2022I about jumped up out of my chair in excitement when I saw this. I love how some ot the cloth in the background gives the feeling of an old CRT screen, like this jumped right out of classic snuff horror.
EMProject
Karma: 3,299
Sat, Oct 15, 2022Some scan lines would really really look cool. I'm sad that I didn't think of it.

korpinsulat
Account Closed
Sat, Oct 15, 2022It's not too late. It's only final when the contest date arrives.
grapegoals
Karma: 327
Sat, Oct 15, 2022Incredible work, and was fun to follow your process, thanks for sharing!
EMProject
Karma: 3,299
Mon, Oct 17, 2022@korpinsulat I'll probably do it after my current work project. If don't get around to it, hopefully that wouldn't be the decider lol.
@grapegoals Its fun to talk about said process! and Thank you!
@j-ferreira Still half a month away, someone could definitely one up me, but thanks for you support!
@grapegoals Its fun to talk about said process! and Thank you!
@j-ferreira Still half a month away, someone could definitely one up me, but thanks for you support!
What the... holy... WOW - This is incredible!
It's amazing to see what you ended up with, especially from your first statement:
"I started with a base character mesh and a cube for the surgery table."
Thanks for participating in the contest. And thank you VERY much for sharing your WIP images.
It's really awesome to see how things like this are done.
It's amazing to see what you ended up with, especially from your first statement:
"I started with a base character mesh and a cube for the surgery table."
Thanks for participating in the contest. And thank you VERY much for sharing your WIP images.
It's really awesome to see how things like this are done.
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EMProject
Karma: 3,299
Mon, Oct 17, 2022I did say that I would try again for first place! Thank you and Renderhub for giving me another chance to do so.
The results from the judges are in, and your entry has been selected as an Honorable Mention.
Congratulations! Thank you for participating in the contest with this wonderful entry.
The owner of RenderHub will be in contact with you to send your prize.
Congratulations! Thank you for participating in the contest with this wonderful entry.
The owner of RenderHub will be in contact with you to send your prize.
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EMProject
Karma: 3,299
Wed, Nov 09, 2022Thank you for hosting another great contest! Sucks that I couldn't get on the podium, but damn it was a fun one!
Foxy 3D
Admin: 57,995
Wed, Nov 09, 2022"damn it was a fun one" - That's for sure! There were some really amazing entries.
I wasn't part of the judging team, but I was really rooting for this one.
I love how it turned out, and I enjoyed that you shared your workflow and WIP images.
Thanks for doing that, and for participating in the contest.
I wasn't part of the judging team, but I was really rooting for this one.
I love how it turned out, and I enjoyed that you shared your workflow and WIP images.
Thanks for doing that, and for participating in the contest.
