That's just the thing... I was looking at Mike Mignola's work and enjoying the way he flattens the elements within his work without losing a sense of depth. I thought I'd try something like that. I like the way it turned out, but for such an effect it would probably be simpler to just do a drawing rather than sculpt a bunch of detail that won't show in the final version. Heh. Live and learn, I suppose.
The model looks overexposed compared to the background. No shame in lowering a GI multiplier...it lets us see more detail.
What renderer did you use? You can increase the quality exponentially by increasing the Minimum and Maximum "Samples per pixel" settings in the main renderer tab if you are using Mental Ray. That would soften and clean those jaggy edges.
nice, do u think u could help me out in something. Dealing with 3ds max since ur rly good at it. I am trying to model iron man helmet but i never tried anything like it before. I need ur advice on how i should approach it.
If you haven't taken a look at the basic modeling tutorials that come with Max I would suggest starting there. Unlike 90% of the software out there, the Max documentation and tutes are actually pretty good. Assuming you're making a polygonal model instead of a NURBS one, I would suggest starting with a sphere and using a mix of chamfering and extruding to get the shape you want. The tutorials will show you how to do this.
You can access them from the menu bar inside the program. Help> Tutorials will bring up an index of tutorials. Help> Autodesk 3DS Max Help will bring up a reference manual. There are also example files for the tutorials. The tutorials will tell you where they are.