To detail the muscles of the upper body I have used the Clay Tubes brush with the strokes following the muscle structure and then smoothing it with the Smooth brush (as described before). Some proportions were also continuously rectified with the Move brush; notice how the head gets flatter and wider, the shoulders have more mass and the neck is shorter and wider. The subdivisions value was increased to 6 to add the finer details (Fig.23).
To finalize I have used the mPolish brush to polish the chin, the forehead, the pectorals and most of the muscle groups in order to achieve a chiseled look. The veins were created with the Inflat brush.
To create the nails I have used the following technique:
- Isolate the hand.
- While pressing Ctrl paint the nails mask on the fingers.
- Choose the Inflat brush and inflate the area where the nail grows from. Also inflate the remaining area surrounding the nail (Fig.24).
- Invert the Mask.
- Choose the Clay brush and fill the tip of the nail and apply progressively less clay until you reach the nail origin.
- Chose the mPolish brush to make the surface regular and remove any irregularities from the Clay brush.
The upper body is finished.
To start the boots, go to 3ds Max and create a simple boot shape, as in Fig.25.
The only thing to be aware of is you need to create some tight edge loops, increasing areas as I have at the border of the sole (yellow and orange material in the image), and where the boot meets the sole (green material meets gray material).
- Create a new MultiSubObject material with five Standard materials in it. Give a different diffuse color to each one (Fig.25).
- Apply the material to the boot.
- Define the material IDs on the boot's polygons in order to separate the parts that should have hard edges between them (as in the image).