i started modeling using simple plane shape for fast and smooth work
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after that i just extruded it twice and i give it basic shape of gladiator mask
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after that i extruded the nose area and i gave shape for eye and deleted polygon of eye area
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after that i added some edge loop around eye area and lower side area and i extruded upper eye area and the side area and i added some edge loop to extruded area for sharp and smooth result
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i made this with simple cylinder shape for side of the mask
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after that i added symmetry modifier to the mask
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after that i picked middle line of the mask and i used chamfer tool to split it in 2 edges for making my nose shape sharp
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now create a spline for side and copy it to other side
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now select side face of the mask and use extrude along spline tool and pick the spline and than that selected face will extrude do this for both side
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now add edge loop to corner of that extruded area to make it sharp and smooth
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and now modeling work is finished.
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Now create a plane for ground and make it larger
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Than create a omni light an take down intensity to 0.8 in my scene 0.8 was enough use intensity as require and don't turn on shadow
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Now enable mental ray and you can pick any material as you want for mask you can use chrome or metallic paint i used autodesk metallic paint and i changed it color to gray
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than i started to create material for ground use any empty material and than click on diffuse and chose bitmap option
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than i added 1 ground pic you can see below for my scene i chose tiling to 25*25 set it as your scene require
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Now go to the ground material's maps option and click on bump and add the bump pic of the same diffuse map texture and don't forget to set tilling to same as diffuse map
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Now turn on specular color option and click on it and chose bitmap
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this was my specular map of my diffuse texture and set tilling
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Now create a sphere for light setup make it bigger and apply normal modifier to it
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Now select any empty material for that sphere and turn on self illumination option and click on the little box beside of it and chose bitmap
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chose any hdri file in bitmap option of self illumination map.i used studio setup hdri for my scene. after that chose environment option and than chose spherical environment
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Than set a camera and go to render setup and enable final gather and set the quality of it and in common rendering option set the rendering frame as u want i used 2000*2000 size for my render
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Now go to renderer option and set sampling quality for final result
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This was the render after that setup you can see this render don't have any good shadow
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Now we will create ambient occlusion for generating soft shadow for our render to do this go to any empty material and turn on its self illumination color and chose "ambient/reflective occlusion" map for it
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After that set the sample as you want i used 64 for my scene and set the max distance as your scene require i used 35 for my scene
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Now open render setup and go to processing tab and enable material override option and than drag the ambient occlusion material to the material override and chose instance option and click ok
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Now go to same camera view that u rendered final result before and press render and you will get ambient occlusion map than. that was my ambient occlusion render
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After that i take my final result and ambient map to photoshop and i set the blending mode to multiply and than i got my final render with nice soft shadow
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you can see here difference between both result with ambient occlusion and without it