Marc Yap's profile

Master Chief by Marc Lange Yap

My proudest work to date, I will describe the process of what went through making this scene. 







Hard surface sculpting - modelling in Maya. Back and forth in Z-brush too

It was difficult because it was my first time doing this in ever. 

I took a base mesh and made most of his armour components until I was satisfied in Maya then transferred all of them into Zbrush to add a few details in his armour.

This part of the project alone took easily 80 hours to do. 

I had to plan the shot beforehand and knowing what elements to put in. Namely, Halo and the debris that was going to surround chief. 
Okay, this isn't like a good representation of work after transposing the base mesh. But I want to set this image here because people might get Suspicious on whether I did all this. 
This is the posed base mesh file from my finder window on my laptop. 

You can't get this on Any downloadable link. I sculpted the pose myself in Z-brush. 
A side by side comparison of pre-armour and post-armour
Texturing - Texturing chief was oddly tricky because his armour varies from one look to another whenever he's in a new game. I wanted Halo infinite's matte look mixed in with Halo 5's
Testing render in Iray from Substance Painter, it was too metallic and I wanted to imitate the recent Halo infinite's armour which looked more matte. 
Chief helmet test render 1, Side view
Chief helmet test render 1, back view
[LEFT] Without Ai atmospheric volume lighting, [RIGHT] with Ai Atmospheric volume lighting.
After Tweaking this for about another 2 weeks, I added in some post process effects in photoshop. I also enhanced the camera work/ focus settings in Arnold. At this point in time I only just figured out about curvature utilities and displacement effects. (But did not include these shaders options into my scene) I wish I did. But i was very very happy with the result. 
Master Chief by Marc Lange Yap
Published:

Master Chief by Marc Lange Yap

Published: