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Making Of 'Thrull'

By Gavin Goulden
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, ZBrush

I also created a lighting map of my model that would help showing the peaks and valleys thoughout my model and generally give me a better idea of where I painted detail just on a 2D surface. This is helpful for giving colour to veins, showing where seperate materials (or pieces) would be on a model and, if needed, can be used to bake lighting into your texture.

Using this and my UV layout as a guide, I started painting in basic colours to test what colour schemes I wanted to go with and as a reference for where pieces begin and end. I then began combining layers of photosourced images to give the texture detail. After that I used a few different brushes to create colour variation in the skin and also added extra details that couldn't be given by the photos. Thrull is fairly desaturated in colours, I didn't want to make him an overly colourful character...plus I wanted to draw attention to his eyes, arms and stomach mouth (the blue parts, basically.)

After the diffuse texture was complete, I made a desaturated version of it, toned down it's contrast and used this as a base for my Spec map. I made the areas that would be less shiny more dark and the areas that I really wanted to pop lighter. For example, the contrast on his scale parts are much higher contrast than the skin on his body.

After all of this was done, I still wanted to pop out the blue areas on him a little more so I added a very faint Self Illumination texture to where these areas were. Basically, on the texture, all of the parts are black except for these blue areas which are grey.

397_tid_3dTotal_Thrull_17.jpg
After your character is fully textured you can, if you haven't already or if you even need to, merge all of the pieces together to make a solid mesh and weld together any points that would otherwise cause a seam


Basic Rigging

I kind of rushed this part unfortunately, because of the competition deadline I didn't have enough time to construct a fully working rig. Better yet, I wanted to spend more time on texturing and modeling than rigging. I created a series of "dummies" and positioned them where I wanted the mesh to deform for the final pose that I had to submit. Also, these dummy controllers need to be positione din a way that, when applying the envelope to the character, would deform evenly.

I put ones at the head, neck, multiple ones down the spine(s), shoulder, bicep, forearm, hand, quads and shins. After I positioned all of these how I wanted them, I selected my character, applied a skin modifier (your 3d app of choice will have a different method for this, but the principle is the same), selected all of the dummies I created and then assigned vertices to each dummy. After this, I moved the dummies around to pose the model: Moving his head to look at the camera, twisting his spine slightly, lowering his arms and altering his legs to look as if he was taking a step.

397_tid_3dTotal_Thrull_18.jpg
I'll admit, it's a very basic way to go about it but it does get the job done. Posing your character, even if it is a basic one, really helps give it an extra level of professionalism when showing off your final renders. Just taking your character out of it's neutral pose can help it's presentation so much.



 
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Readers Comments (Newest on Top)
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(ID: 167920, pid: 0) Nathan on Tue, 20 November 2012 8:08pm
Nice work on the model and the textures very good i love that model keep the good work up mate. :)
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