Steel

Steel was another character that I liked the idea of, but wasn't always executed to my liking, so I didn't hang in there for all of his appearances.

I always liked him best when he had the original suit with the Superman S shield. I realize it would be tough to have him use that now, since that was the pre-Flashpoint universe, but I've never much liked the armor since then.

I started this one in Daz Studio with just the base figure, while everything else - the S shield, armor pieces, hammer, etc., even the logo, were created in Blender.

At the time I was working on this, a new Shader Forge brushed metal tutorial on CG Cookie had just come out, so I decided to go through that course and apply it to Steel. I thought it turned out great and I've used that shader setup in a few other pieces since then.

After the death of Superman, John Henry Irons, a man who had once been rescued by Superman, decided to use his engineering genius to continue Superman's legacy.

Constructing a powerful suit of armor, Steel became the new man of steel in Metropolis.

After the death of Superman, John Henry Irons, a man who had once been rescued by Superman, decided to use his engineering genius to continue Superman's legacy.

Constructing a powerful suit of armor, Steel became the new man of steel in Metropolis.

Basic pose in Blender. I had just added the basic cape mesh here.

Basic pose in Blender. I had just added the basic cape mesh here.

I used Blender's cloth simulator with a little wind force to get the cape flowing.

I used Blender's cloth simulator with a little wind force to get the cape flowing.

Had the basic materials/textures here, but playing with the lighting.

Had the basic materials/textures here, but playing with the lighting.

Having fun with the lighting and volumetrics, but not quite what I wanted.

Having fun with the lighting and volumetrics, but not quite what I wanted.

Here I was getting a lot closer with the boot jets and the lighting.

Here I was getting a lot closer with the boot jets and the lighting.

The ambient occlusion pass rendered separately for compositing in Photoshop.

The ambient occlusion pass rendered separately for compositing in Photoshop.

The scene as set up in Blender.

The scene as set up in Blender.