In the Chamber of the Snakemen 2022
In the Chamber of the Snakemen is a dark fantasy illustration inspired by pulp-era sword-and-sorcery art, with strong influences from Frank Frazetta, classic Conan imagery, and the ominous, ritualistic atmosphere found in Berserk.
The scene depicts a serpent priestess commanding a legion of Snakemen warriors inside a torchlit stone chamber, blending stylized anatomy, dramatic lighting, and high-fantasy menace.
My Role
Sole Creator: Responsible for all character work, rigging, modeling, texturing, environment creation, lighting, compositing, and final illustration.
Responsibilities:
Character Sculpting & Design:
Created the central serpent priestess with stylized anatomy, coiled hair tendrils, and a ritualistic presence inspired by Frazetta’s fantasy heroines and high-drama pulp covers.
Designed and sculpted the Snakemen warriors—muscular, imposing, and bestial—each with exaggerated proportions and predatory head shapes.
Rigging:
Fully rigged the priestess and all Snakemen characters for expressive poses, dramatic gestures, and imposing silhouettes.
Environment & Prop Modeling:
Built the stone chamber setting, including pillars, stairs, and a ritual brazier that bathes the scene in warm firelight.
Sculpted statues and background forms to enhance mythic scale and atmosphere.
Lighting & Rendering:
Developed a dramatic, high-contrast lighting setup inspired by Frazetta and Berserk—mixing strong rim lights, fiery highlights, and deep shadows.
Positioned light shafts to frame the priestess as the powerful focal point.
Texture & Material Work:
Hand-painted stylized skin details, scales, metal weapons, stone surfaces, and glowing fire elements.
Used emissive accents to add depth and infernal mood to the chamber.
Cinematic Composition:
Arranged the scene to emphasize dominance, tension, and ritualistic hierarchy.
Positioned Snakemen in semi-circular formation, creating a sense of worship, threat, and unity behind their priestess.
Compositing & Final Polish:
Color-graded the final image to unify the fiery palette.
Enhanced glow, ember effects, atmospheric haze, and shadow depth to evoke classic dark-fantasy poster art.
Software Used:
3DS Max, Zbrush, Maya (Rigging and Posing), Corona Renderer, Substance Painter, TopoGun 2, After Effects, Photoshop
Wireframe Pass
Initial Maya Setup
3DS Max Setup Transfer
3DS Max Setup Transfer
3DS Max Setup Transfer