'Softimage XSI, ZBrush and Photoshop'


Making of 'Deep Water Marine'

by Arif Pribadi
 

deep water marine, arif pribadi, softimage xsi, zbrush, photoshop, character, underwater,

Software Used: XSI, ZBrush and Photoshop

Concept:

The first thing I needed to do was to pre-plan my project. This was important because my main focus was on my character modelling reel, and so I wanted to make the image work from all angles and be able to move. With these goals in mind, I firstly needed to create a rough concept drawing. I used a lot of references and research materials, which I found from the Internet and books, and watching documentaries was also useful. I left the concept (Fig.01) rough and simple, so that I had the freedom to modify it later on.


deep water marine, arif pribadi, softimage xsi, zbrush, photoshop, character, underwater, concept
Fig.01

Modeling:



The first thing I do when creating a model is to prioritise the function and reason behind the work. That’s why I focused on the effective line flow of the mesh in this piece. Evenly spaced polygons are your best bet! I don’t use special techniques when I’m modelling, and since I wanted to animate this character, I had to start out with a neutral pose first of all so that I could then move it with my bone rig. 

My model was separated into 3-4 parts (Fig.02). The first part was the deformable organic geometries, like the head, body, hand, and flippers; second was the diving suit and equipment; third were the additional accessories, such as the gun, etc. The key was to keep things simple and organised. 


deep water marine, arif pribadi, softimage xsi, zbrush, photoshop, character, underwater, modeling
Fig.02



3D-Environment-Lighting


UV:

Once I was satisfied with certain details, I started to UV-unwrap my character. Basically, I grouped four different materials, so I unwrapped them separately (Fig.03). I used both native XSI unwrap and Roadkill.  Roadkill is a freeware that you can get from this website: http://www.pullin-shapes.co.uk/page8.htm.  Basically, it can unwrap your model automatically by just selecting the cutting points, and I use this as my XSI plug-in. 


deep water marine, arif pribadi, softimage xsi, zbrush, photoshop, character, underwater, uv
Fig.03

Sculpting Details:



At this stage, I needed to take my model into ZBrush for further detailing.  I didn’t want to sculpt all the geometry I had; I only sculpted the parts that were worth being sculpted, in particular the deformable or soft parts (Fig.04). In ZBrush, I used an elastic brush to create wrinkles on the diving suit. The deformation in the tools option, such as inflate, was very useful in creating some symmetrical and non-organic shapes. It was important to pay attention to balance of the details; I didn’t want to concentrate in just one area. I imported the diving suit’s hard armour so that I could preview the overall look, when necessary.


deep water marine, arif pribadi, softimage xsi, zbrush, photoshop, character, underwater, sculpting
Fig.04

With regards to the head (Fig.05), this was one of the crucial parts of this piece; the head of your characters will most likely become the main focus of expression, and so with this in mind I had to use references for my character. In my case, I used a Hollywood actor’s face as my reference. I used different alpha and drag brushes to create the pores on the face, and you can even create custom alpha brushes for this task! I used Zmapper to create the normal map, after I was finished with the sculpting.


deep water marine, arif pribadi, softimage xsi, zbrush, photoshop, character, underwater, zmapper
Fig.05

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