 | |  | | |  |  | |  |  | Introduction
The subject of my work in “Myths and legends” Challenge which that took place on polish CG vortal – max3d.pl, was “Jimmie Hendrix – legend of guitar”. I needed something simple because my friend that was my partner in such challenges couldn’t anticipate due to the lack of free time. I didn’t want to work alone, I prefer working in team (+ I have more time for myself ). I started working on this piece rather late, I wanted to get it done on time so that was another reason why it’s so simple. My co-worker, Jarek, encouraged me to go alone, encouraged, encouraged and finally he convinced me. I just asked him to give me a subject. Day after my request Jarek gave me his idea of creating caricatural Jimmie Hendrix. I’ve fallen in love with this theme from the very beginning. So I began my work almost instantly from finding good references. (thx Jarek)
 References and concepts
The first steps were set in google.com. I started looking for references/photos of Jimmie. When I had enough refs I began the modeling process. Photos had rather bad quality but I didn’t care about it much since I wanted to create a caricature with kind of disturbed shapes which will give certain mood to the whole piece. | 
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 |  |  | |  | | | | Modeling
The main Jimmie model was done in Wings3D. I started from quick sketch of the head of the average human. Next, looking at the references, I wanted to make the sketch look like Hendrix by adding some characteristic face traits. The main goal was to expose some big lips, accentuate the nose and cheek bones. The Guitar was done in very similar way, I’ve found good reference photos and used them to create the model that corresponded with the original.
 Modeling of a character
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Texture is one of the things that I hate doing. I wanted to achieve good effect using the simplest methods available. First I searched for nice photos in the biggest resolution possible.
Next I’ve mapped Jimmie after posing him properly and rigging the fingers. To map the models I also used Wings3D`s unfold option. The corrections were made in 3ds Max in places where the texture had a tendency to stretch. I knew that the only spots which will be visible in the final image will be hands and head. So I scaled up the rest of body on the texture just to gain more space for the visible models. After that I baked the UVmap using Unwrap and opened it in Photoshop.
 At the beginning of texturing I established the skin tone. Next I copied the detail from photos and added some extra detail by myself |  |  |
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When I started my work, I didn’t have exact plan how to render whole image, that’s why I decided to compose render elements in Photoshop. First I made few skin shaders tests in different rendering engines including Mental Ray, Brazil, finalRender and Vray. Renders that I liked the most were done in Mental Ray and Vray and so I decided to render final piece in those two renderers. Mental Ray was used to render skin and ambient occlusion pass, Vray helped me in rendering rest of the image. As I mentioned before, compositing process was done in Photoshop but about that in a moment.
 The best way to fast achieve interesting skin shader was to use Mental Ray’s fast skin shader. I’ve made few options adjustments, mainly for the lightning purposes. Final image was a combination of Mental Ray’s render and skin rendered in Vray. |  |  |  | | Lights |  |
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 | |  | |  |  |  |  | |  |  |  | Rendering the hair
I knew it from the beginning that I’m going to use shade hair for the hair rendering as I’m familiar with this plug-in for few years now. Just as I mentioned before, I knew that I'll mix it all together in Photoshop not to hurt my computer so much and not to prolong the render time. I did the same thing with the hair and at the same time I switched the model from the earlier phase of production, so that I had a head which looked similar to the final one but with lower polycount. I rendered it all with alpha channel with parameters as shown below: |  |  |
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