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Project Overview: Oravores

By Daniel Orive
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| 4 Comments
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Date Added: 3rd June 2013
Software used:
3ds Max, Photoshop, ZBrush

Base Anatomy

Once the character was in my head, I started doing an anatomy study. It may not seem important, since the body isn't showing that much, but it helped me to become familiar with the character (Fig.02).

1728_tid_Fig02.jpg
Fig.02

For humanoids I often use a base mesh; I've got a male and a female one. If I need something else, I just use DynaMesh (Fig.03).

1728_tid_Fig03.jpg
Fig.03


Sketching in ZBrush

When I had my proportions ready, it was time for develop the armor. So many times during my career, I've found out that some things that usually works fine in 2D, don't work well in 3D. Because of this, I'm open to trying out many different things and changing whatever I need to get a better result, while always keeping my mind on the original idea.

Before I start, I want to show you the brushes that I normally use in ZBrush (Fig.04):

Dam Standard: I use it as a pencil (though in 2D), adding or subtracting lines; it's got a nice flow.
Move: essential to use with Dam Standard
Clay Buildup: to fill and give some shapes
Trim Dynamic /hPolish: for closing main shapes
Mask with Transpose: for adapting shapes to what I want quickly
Inflat: this one is really special to me, because it helps me to give a more organic aspect to the shapes

1728_tid_Fig04.jpg
Fig. 04

I love armor, so is always one of my favorite steps in character creation. It's really useful to duplicate the base mesh and work with it using DynaMesh to find the mood and shapes that I'm looking for (Fig.05).

1728_tid_Fig05.jpg
Fig.05



 
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Readers Comments (Newest on Top)
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(ID: 235219, pid: 0) Leonardo Galhardo on Thu, 21 November 2013 2:16pm
incredible *_*
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