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Making Of 'Brothers In Blood II'

By Damir G Martin
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Date Added: 8th June 2012
Software used:
3ds Max, ZBrush

I sculpted the general shape and proportions with the help of dozens of Carnotaurus skeleton reference images downloaded from the internet (Fig.04).

1545_tid_Fig04.jpg
Fig.04

The good thing about this project was that I had constant feedback from a real paleontologist. So it was a real pleasure to reconstruct the dinosaur the way I felt and thought it should look, then receive valuable feedback from the professional. This was a great opportunity to learn and improve in that field.

Once I had nailed the Carnotaurus morphology and it was approved, it was the point in the process where I had to retopologize the mesh (Fig.05). I did this in ZBrush. Though this feature could still be massively improved, I've learned to appreciate it and have become quite fast at retopologizing meshes in ZBrush.

1545_tid_fig05.jpg
Fig.05

There are loads of great tutorials out there on the ZBrush Topology feature, but I will cover the basic premise behind it. To be able to retopologize anything you need to have a polymesh object, or any kind of object you can import into ZBrush. Edit Topology is best for sorting out and cleaning mesh objects that are created using ZSpheres, ZSketch, DynaMesh or basically any objects that have messy topology.

In the Subtools palette you need to click the Append button and select the default ZSphere object from the window. Now you need to select that ZSphere in the subtool layer and scroll down to the bottom of the Tool section to find the Topology palette. Then click Edit Topology (Fig.06).

1545_tid_fig06.jpg
Fig.06


You need to be in the Edit and Draw mode to be able to start retopologizing (Fig.07).

1545_tid_fig07.jpg
Fig.07





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Readers Comments (Newest on Top)
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(ID: 132677, pid: 0) Damir on Thu, 12 July 2012 10:15pm
Thanks guys!! JP making of videos were big part of who I am today as a creator.
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(ID: 130612, pid: 0) OM on Thu, 05 July 2012 12:03pm
Man seriously the technique you used to make that foot prints was fabulous and I was really feeling like I was watching the tutorial of the people who worked for "Jurassic Park" movie I mean that foot print technique I loved it, GREAT WORK \m/
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(ID: 128887, pid: 0) Lou Mareno on Wed, 27 June 2012 7:40pm
Fantastic Work thank you so very much for taking the time to post this tutorial for us rookies 10 stars!
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(ID: 123873, pid: 0) Joshpurple on Sat, 09 June 2012 5:11pm
Outstanding work! And Thank you for so many excellent tips, pointers, -the description of 'How To,' = excellent!
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(ID: 123682, pid: 0) Davide on Fri, 08 June 2012 8:14pm
i learn that fast skin shader material for mental ray cannot render normal maps, if I put the normal map into the bump slot, it render the normal map as a gray scale, not as a normal map.
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