Skulduggery - Testing Materials on a Human Skull

in OnChainArt4 years ago

skullzgoldView 1Gold.jpg
Here are a few more Adobe Dimension render tests. This time I took a human skull model (from microsoft paint 3d lol) and exported it to 3ds Max for some refinement. Then I exported the skull into Adobe Dimension using fbx and worked with materials there. This is a gold version of the skull with a spot light on one of the stacked skulls. Black and gold looks perfect on this model, very piratesque.
skullzView 1.jpg
This is a test where I blend a few different materials together, from gold, to red jello, to a carbonfiber to a matte black and some matte green and purple. The red jello material really blends well with solid texture to create a subsurface scattering type of effect.
skullzgoldView 1Blue.jpg
here I isolated parts of the model, mainly the teeth and eye sockets to apply different materials to them. For the main body of the skull I did a mixture of a car paint material and glass to create the illusion of transparency and shine. I also adjusted the lighting to have some fog around the edges with a bright backlight.
SkullzView 2.jpg
Now for a wall of skulls that incorporates many of the materials I worked on for the previous three views.
SkullsView 3.jpg
And another view looking up. Now that I have all these still renders with a few different layers of materials I can potentially animate them via masks in Adobe After Effects. Maybe they will get incorporated into one of my music videos one day.

Thanks for looking :-)

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Interesting

Strange skull materials, my next tests will probably be on an insect model of some kind.

It will be interesting to see!

Some of those look pretty cool XD

That sounds like way too much exporting x_x

The exporting wasn't too bad Adobe isn't as crazy with importing as most programs.