Xenon
Active member
So I had nothing better to do in the evening today, opened 3ds max and started digging through...
Found some scenes I've built in late 2013, and decided to finish what I started.
Here's Mortal Kombat 9's Jade:
Time spent: 3-4 hours (mostly rendering).
Software used: 3ds Max 2013 and Photoshop CS3.
Some technical stuff if someone's interested...
I've used 3ds max 2013 with a mix of vray/default shaders. This time I decided not to use SSS since it didn't give me the results I was looking for, plus the rendering time went up dramatically. MK9 uses "orange" normal maps, so figuring out how to convert them into "blue" normals without looking like a noisy mess took some time.
All of the models were ripped straight from MK9. Character models in particular need special attention since their damage models/gore are unified into one piece. Bodygroups are messed up. Hair UV Maps had to be fixed by hand. I've also merged Jade's maskless version with masked, so yes, there is an actual full face behind the mask. Had to do quite a bit of weight reassignment for it to work properly.
For cloth physics, hair & boobs I used MASSFX dynamic and kinematic rigid bodies. Takes some time to set up but works pretty well (bones are intact). I've tried Cloth simulations but that only complicated everything. The entire character is controlled by a custom CAT rig I've made. No face rig controllers used as I'm not trying to animate an hour long movie here.
The scenebuild was already done, I've just adjusted the lighting and added some reflective shaders and whatnot...It's supposed to be Shao Kahn's throne room. 2 passes: One colour with depth of field and bloom; One AO pass. Both were merged in Photoshop with final tweaks made.
MK9 models are fun to work with. Might do MK9 Reptile or Scorpion next, since I have them ready to some extent. Kotal Kahn I'd be interested in doing too, but at this point and time MKX is not in my Steam library...
Found some scenes I've built in late 2013, and decided to finish what I started.
Here's Mortal Kombat 9's Jade:

Time spent: 3-4 hours (mostly rendering).
Software used: 3ds Max 2013 and Photoshop CS3.
Some technical stuff if someone's interested...
I've used 3ds max 2013 with a mix of vray/default shaders. This time I decided not to use SSS since it didn't give me the results I was looking for, plus the rendering time went up dramatically. MK9 uses "orange" normal maps, so figuring out how to convert them into "blue" normals without looking like a noisy mess took some time.
All of the models were ripped straight from MK9. Character models in particular need special attention since their damage models/gore are unified into one piece. Bodygroups are messed up. Hair UV Maps had to be fixed by hand. I've also merged Jade's maskless version with masked, so yes, there is an actual full face behind the mask. Had to do quite a bit of weight reassignment for it to work properly.
For cloth physics, hair & boobs I used MASSFX dynamic and kinematic rigid bodies. Takes some time to set up but works pretty well (bones are intact). I've tried Cloth simulations but that only complicated everything. The entire character is controlled by a custom CAT rig I've made. No face rig controllers used as I'm not trying to animate an hour long movie here.
The scenebuild was already done, I've just adjusted the lighting and added some reflective shaders and whatnot...It's supposed to be Shao Kahn's throne room. 2 passes: One colour with depth of field and bloom; One AO pass. Both were merged in Photoshop with final tweaks made.
MK9 models are fun to work with. Might do MK9 Reptile or Scorpion next, since I have them ready to some extent. Kotal Kahn I'd be interested in doing too, but at this point and time MKX is not in my Steam library...
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