Link:INB Home|INB English| INB русский язык|INB العربية|INB Türkiye|INB فارسی|INB Español|INB Français|INB Português|INB Deutsch|INB 國語|INB 中文|INB 日本语|INB 한국어|INB ภาษาไทย|INB tiếng Việt||Tutorials ZBrush Model, Sculpt and Texture a Demon-like Monster in 3ds Max and ZBrush – Day 1
INB Português Fórum
BEM - vindo a indústria nativa e "boffin") Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito "boffin" VEIO a mad labs.Casa, Nome Definitivo:
INB Português Fórum

BEM - vindo a indústria nativa e boffin) Da era industrial, aqui está cheio de espírito de Luta, Ambos através Da rede espaço biológico nativo espírito boffin VEIO a mad labs.Casa, Nome Definitivo:

Você não está conectado. Conecte-se ou registre-se

《《《《《《《上一页INBforum   Ir em baixo

上一页INBforum》》》》》》》Ver o tópico anterior Ver o tópico seguinte Ir em baixo  Mensagem [Página 1 de 1]

1 Tutorials ZBrush Model, Sculpt and Texture a Demon-like Monster in 3ds Max and ZBrush – Day 1 em Qui Jan 27, 2011 9:15 pm


Tutorial Details

  • Program: 3ds Max, ZBrush
  • Difficulty: Advanced
  • Completion Time: 1-2 hours


reddit this

Final Product What You'll Be Creating

//This is a multi-part tutorial on creating a Demon-like ‘Lok
Warrior’ with realistic muscle anatomy. In the first day of this
tutorial we will create a base mesh for our character using poly
modeling. In day two we will take this mesh into ZBrush and sculpt
intricate muscle anatomy. On day three we will texture the creature and
add the finishing touches to the artwork.
Let’s begin day 1 of this tutorial.

Step 1

I used two images from
to model the base mesh more accurately. I drew 2 planes, one from the
frontal view-point and one from the left view-point. With the exact
same length and width as the original photos, I applied the photos as
their textures, and then used the Move tool to view our image plane as
seen below.

Step 2

Start with a cylinder with 5 height segments.

Step 3

From the front viewport delete the half side of your model so that
you can add a symmetry modifier. Click on ‘Editable Poly Vertex Level’
and now we are ready to use some very handy tools: move-scale-rotate,
and make the shape of the cylinder fit the image body. Press Ctrl+E and
then you need to delete the four polygons. Your final result will be
similar to image below.

Step 4

Now select and extrude that front edge using Shift + Move; as you
can see on below image, in blue color, try to work in both the front
and left viewport. When you are near to back part edge, use ‘Bridge’ to
connect the edges when both are selected.

Step 5

Now for the leg. Extrude the selected edges by holding the Shift key
down on your keyboard and use the move tool as show in the image below.
To help them stand out, I colored them in blue. When you are done, try
to form the leg from front and left viewports using the vertex
sub-object level and like before, move-scale-rotate them.

Step 6

For the arms, use the same method as the leg in the above instruction.

Step 7

For modeling the hand, I used a box with a poly count equal to the
arm border. In addition, I also changed the topology by cutting the
selected polygon below to have 3 quad Image in order to have all
fingers without having more segments from the box. Please note: If you
increase the box segment, you will have problems bridging that to the
arm because of the different polycount.

Step 8

Select and extrude/rotate each polygon to model the fingers.

Step 9

Attach the body to the hand. As you can see, the symmetry modifer
will mirror the hand for the other arm too. Using ‘Target weld’, weld
the hand vertexes to the arm vertexes. We don’t need the image planes
any more so you may delete them.

Step 10

Now it’s time to model the foot. For this we’ll use a cylinder.
Delete the top and bottom polygons and two more polygons, as shown

Step 11

Now select those edges and with Cntl + the Move tool extrude them to look something like image below.

Step 12

Create new quad polygons using the cut tool on that polygon.

Step 13

Continue extruding edges and cutting just like before

Step 14

Now for the bottom part of the foot, extrude each side edge. Using ‘Target weld’ again use ‘cut’ for creating new polygons.

Step 15

Now cap the border and create 4 polygons by using ‘cut’.

Step 16

Bevel each polygon to create the toes.

Step 17

Attach and connect feet to body just the way we did before with the
hands. Tweak the vertexes using the move-scale-rotate tools and cut
ring edges using Ctrl+E. The result should be similar to image seen

Step 18

Now it’s time to start the head. Because it is a low poly base mesh,
we won’t have many details on the face. Create a small plane and after
converting to an editable poly, start extruding edges and moving the
vertexes in both front and left view ports.

Step 19

Continue extruding edges and moving the vertexes.

Step 20

This is what we have so far:

Step 21

Continue with the head using the methods we previously used on the body.

Step 22

Select those polygons and extrude them. Create new polygons using ‘Cut’. After that, delete those polygons to start the horn.

google_protectAndRun("ads_core.google_render_ad", google_handleError, google_render_ad);

Step 23

Add a symmetry modifier to the head object and then select each
horn’s border. While holding the Shift key down, scale them in. Cap
them and ‘bevel’ them out three times each. Now is the time to make the
horn smaller; when you are done, you will need to tweak some vertexes
to create something like below.

Step 24

Add two spheres for the eyes and connect the head to the body just
as you did the hands and feet. Make sure to create new polygons so that
you will have enough vertexes to weld them.

Step 25

Now we have created the monster head with a human body. Delete one
finger and one toe, then cap and move polygons. For the foot
fingernails, simply bevel them twice.

Step 26

Now it is time to use ‘Unwrap UVW modifier’. Select the body and add
UVW modifier from modifier stack, but do not delete Symmetry. Go to the
materials panel, select a material and add ‘Checker’ to its diffuse
slot. Set the tile for both U and V to something like 20 or 30.

Step 27

Now we are ready to start UV mapping for our character. Turn off the
‘symmetry’ modifier then click on the ‘Face’ sub-level of ‘Unwrap UVW’
and select all the leg faces but leave one inner row and foot faces.

Step 28

Now, click on edit (you are in Edit UVWs window). Now, click ‘Quick
Planer map’ from Unwrap UVW modifier and use ‘Relax’ from the tools
menu of the Edit UVWs window several times. Use the rotate tool to
rotate the leg faces making sure that you selected all the faces first.

Step 29

Select the row of faces that you didn’t select earlier in Step 27
and click ‘Quick Planer map’. Relax, rotate and then move them.

Step 30

To have a better understanding about welding vertexes, click the
‘Display’ menu on the Edit UVWs window and check ‘Show Vertex
Connections’. Now if you select a vertex, you will see a number that
helps you to find the right vertex to weld.

Step 31

Right-click anywhere in the Edit UVWs window and select ‘Target
Weld’. Start welding vertexes of the leg and that row, check the
process in ‘Max, and move vertexes around if you see any stretching.

Step 32

Complete the same process for the foot. Select the top part faces of
foot and then click ‘Quick Planer map’ and then the bottom faces. Weld
their vertexes too and use scale to make them smaller. When you look at
the ‘Max viewport, the checkers should be almost the same size. You can
map the faces between the foot and fingers separately.

Step 33

Continue selecting faces and do mapping the same as before for upper body.

Step 34

Select the back body faces, then the arm and hand just the way we did before for leg and foot.

Step 35

Now move them very close to each other and start welding with ‘Show Vertex Connection’ on.

Step 36

Map the head with selecting faces and welding vertexes. In the image below you can see how this should look.

Step 37

Turn symmetry on – this will create a copy of what you did on
mapping. Check ‘Select element’ in the the ‘Edit UVWs’ window. Now
select each part and click on the ‘mirror horizontal’ tool. Weld the
body and head vertexes. Use the scale tool and then pack your UVs in
the work area.

Step 38

Click on the symmetry on top of our modifier stack and then
right-click and collapse all. Before exporting the model, make sure the
mesh has no holes by selecting/moving vertexes that were across the
mirror of symmetry before.

Step 39

Export the model as an OBJ file and import it into ZBrush 3.1. Use the OBJ Exporter settings below:

Day 2 Preview

In Day 2 of this multi-part tutorial we will bring the low-poly base
into ZBrush and begin sculpting powerful and realistic muscle anatomy
for the Lok Warrior.

Ver perfil do usuário

上一页INBforum   Ir em baixo

上一页INBforumVer o tópico anterior Ver o tópico seguinte Voltar ao Topo  Mensagem [Página 1 de 1]

Permissão deste fórum:
Você não pode responder aos tópicos neste fórum

Copyright ©2009-2010 LTD Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.



criar um fórum | © PunBB | Fórum grátis de ajuda | Fale conosco | Assinalar uma queixa | Criar um fórum