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Cartoon Critters: How to Stylize and Create Animals - Armadillo

By Jose Alves da Silva
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Date Added: 17th May 2013
Software used:
3ds Max

Export

In order to export the model to 3ds Max, we will first optimize its polygon count with the Decimation Master (Fig.52). Before proceeding, save your tool or you'll lose it later. Select the Shell subtool and in the Decimation Master menu (under Plugin menu) enable Keep UVs. Press Pre-process Current and wait for the process to finish. Slide the % slide bar to about 6% and choose Decimate Current. The shell subtool has been converted to triangles with a much lower polycount. Select the body subtool and repeat the process.

1719_tid_Fig52_Export1.jpg
Fig.52

Everything is set for exporting, so press the All button near the GoZ button. This will export all the subtools to 3ds Max (Fig.53).

1719_tid_Fig53_Export2.jpg
Fig.53


3ds Max will open with the armadillo model (Fig.54). You can then delete the bottle and merge the original bottle you created at the beginning of the tutorial. If you've followed all of the steps correctly then the merged bottle should fall into exactly the same place as the exported one.

1719_tid_Fig54_Export3.jpg
Fig.54

Eye Lid

At this time I have noticed that the character could be improved with an eye lid. To create the eye lid start by creating a sphere with the hemisphere setting set to 0.5 and adjust its position to the eye ball (Fig.55). Then delete the lower faces of the hemisphere and apply a Shell modifier to give it some thickness. Press the GoZ button and subdivide and sculpt it in ZBrush with some horizontal wrinkles and a thicker edge. Use polypaint to match its color to the remaining model and generate the UVs with the UVMaster. Then export the polypaint as a texture named "armadillo_eyelid.PSD". You can also generate and export a cavity map with the name "armadillo_eyelid_cavity.PSD". Press GoZ and you will be back in 3ds Max with a new sculpted eye lid.

1719_tid_Fig55_Eyelid.jpg
Fig.55



 
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