Prepare yourselves, human scum! No amount of repenting will help you now!
Here's my final scene for this competition. I re-took my original idea; devilish creatures unleashed from the pits of hell. This is basically my first fully sculpted & rigged character work. Hope you like it.
; modeling, sculpting, posing
; textures, post, added text
* Octane Render 2.57
(pathtracing 6 depth, ~3000 samples/px, ~6 hours on GTX 460, 2.057.932 tris in Octane)
Postproduction involved only some color correction and a tad of bloom. All models & textures were created by me for this competition.
A second shot, closeup on the group of advancing demons
(render settings & postpro are the same / similar as before):
Some materials from this scene. I have modified them a little, to make them more generic (applicable to all surfaces without specific UV-unwrap) and easier to use with nice controls from outside of the macro.* Materials > Organic > Skin > Demonskin
A demonic skin with protruding veins. Uses SSS shader. You separately control the color of the skin & the color of veins. You also have two scale parameters; one for the skin, the other for the veins, so you can easily create a multitude of nasty looking skins. This is a derivative material from the scene for generic use, as the demon skin in the scene uses custom painted maps.* Materials > Misc > Fire
A generic fire material. Color-Tone controls a bit the tone of the fire, Scale is scale, Power is the power of the emitter and Transparency controls how transparent is the fire (doh!). Best used with an object with multiple layers (for example stacked planes).* Materials > Misc > Smoke
A smoke material. It uses transparency & SSS. Input parameters should be self-explanatory.* Materials > Non-organic > Metal > Metal-Generic-Rough
A generic rough metal material. By tweaking the Color parameter you can simulate different metals (plain, bronze, copper..). Scale controls scale and Roughness-Strength controls the bump.* Materials > Organic > Wood > Wood-Rough
A painted rough / old / worn wood material. By tweaking the two color parameters you can create a multitude of different wood surfaces. Scale controls scale.* Materials > Misc > Fur
An animal fur material. Tweak the two color params & scale to create different looks.* Materials > Non-organic > Metal > Rust
A rusty metal. Use the Color-Tone parameter to give different color shade to the material (desaturated colors looks better) and Scale to tweak scale.* Materials > Organic > Stone > Tiles-Ornate-1
Not exactly the same tile material I used in the scene, but I have created two tilesets that better accommodate the LiveDB needs (lower memory footprint, more generic use). In this material you control the appearance with two color inputs, a scale input and a color input for the mortar. Just play with the parameters.* Materials > Organic > Stone > Tiles-Old-1
Similar as previous tileset.