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Making Of 'Red Beard Cop'

By Leandro Pavanelli

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Date Added: 4th February 2013
Software used:
Photoshop, Softimage, ZBrush

After I finished the body and head, I started to model the base meshes of the clothes and accessories in Softimage (Fig.04). Since the base mesh was going to be used to sculpt in ZBrush I made sure that I had an all quad base mesh with even spaced edges. That helps a lot when the sculpting part comes because your mesh will subdivide better and you'll avoid some problems.

Then I went into ZBrush and started to sculpt the pants and the jacket. I grabbed all the references that I had of pants and jackets, and sculpted the folds and later the details (Fig.05). I always sculpt as much as I can on the subdivision that I'm on at the moment before subdividing it again. That way I naturally go from big forms to smaller forms and then details. When sculpting clothes it's really important to take into consideration some elements like gravity and points of tension. Try to understand how cloth reacts to gravity and how it folds on top of itself. Observe some patterns that cloth makes when it folds on itself and how it behaves when near a point of tension (like near the armpits when the arms are down).

1662_tid_Fig04.jpg
Fig. 04

1662_tid_Fig05.jpg
Fig. 05


When I was done I started to model the accessories in Softimage (Fig.06). I guess I don't have much to say about the accessories. It was just basic polygon modeling that can be done in any 3D modeling software. I use Softimage because I really like the tools that I'm able to use in this software. At this point the high poly model was done (Fig.07).

1662_tid_Fig06.jpg
Fig. 06

1662_tid_Fig07.jpg
Fig. 07





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Readers Comments (Newest on Top)
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(ID: 179983, pid: 0) Andrea on Mon, 04 February 2013 1:31pm
Great mo and great work man! congrats thanks for sharing this
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