Keep up-to-date with Free tutorials!!

 

Sign up to our bi-weekly newsletter today for the latest tutorials, interviews and product information.

 

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4 | 5
Making Of 'The Last Night'

By Carsten Holtmann
| Your Rating:
rating star nonerating star nonerating star nonerating star nonerating star none
(0 Votes)
| 46948 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, ZBrush
797_tid_try_zbrush.jpg

797_tid_thelastknight.jpg
Hi, and welcome to my first tutorial (ever). My name is Carsten Holtmann, and I'd like to show you a few things about my latest work "The Last Knight".

Software used: 3dsMax6, Brazil R/S, Zbrush, Photoshop

The first step is by far the most important one - Reference! As I chose to build a fantasy medieval knight, I had to find some good references for armour, swords and a character to suit this theme. So I started with a "Google" search for all this.

797_tid_armor_reference.jpg

The Head

I used some pictures of Sean Connery as a reference for the character, because he played a knight and has the age and experience that I'd like to show in my picture. (By the way, I'm also a fan of his.)

After all, my knight has only a little likeness to Sean Connery, but this is ok, because I want to capture the general character and not Sir Sean Connery himself. (Ok, perhaps I don't quite have enough talent to capture an exact likeness, but I won't tell.)

I used Zbrush for modelling and textures. I won't go into all the details because there are plenty of good tutorials about Zbrush all over the net. 3DTotal.com and ZbrushCentral.com are great places to start! So, search the net if you want to know more. For mapping, I used Zbrush GUV tiles. I've taken screenshots of the textured model, so you can get an idea of the textures.

I don't use displacement maps, because Brazil does not support microdisplacement at rendertime. So, I export the level 3 mesh and import it into 3dsMax.

797_tid_zbrushcolor.jpg
797_tid_zbrushBump.jpg

797_tid_zbrushspec_wetness.jpg


 
1 | 2 | 3 | 4 | 5
Related Tutorials

Tutorial

Making of a real-time portrait



Keywords: ZBrush, Character, Sculpting,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (4)
Comments 0 Views 8328

Tutorial

Making Of 'Haohmaru'



Keywords: Tutorial, ZBrush, 3ds Max, Male, Character, Sculpting, Modeling

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 3 Views 43029

Tutorial

Making Of 'Made in Saturno'



Keywords: character, creature, alien, helmet,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 32624

Tutorial

Making of 'Prince NyTael'



Keywords: character, creature, monster, alien,

Go to galleries 1
rating star nonerating star nonerating star nonerating star nonerating star none
Comments 0 Views 51881
Readers Comments (Newest on Top)
avatar
(ID: 96851, pid: 0) Emalie on Wed, 21 March 2012 8:02pm
That was amazing! When I first saw the pic, I thought it was a digital painting. Such awesome detail~! Gotta love high poly sculpts.
Add Your Comment