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Making Of 'You're Goddamn Right!'

By Riccardo Minervino
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| 3 Comments
| Comments 3
Date Added: 27th March 2013
Software used:
Maya, ZBrush

Retopology

When I achieved a base mesh that resembled the subject (Fig.04), before starting to sculpt the fine details I needed to retopologize my mesh. I did that in Maya, using a plugin called NEX, which has a function called Quad-Draw that allowed me to easily draw polygons on top of my high poly mesh (Fig.05).

1691_tid_Fig04.jpg
Fig.04

1691_tid_Fig05.jpg
Fig.05

When the retopo was done (Fig.06), I added one step of Mesh Smooth, to have some more resolution on the model before I did the UVs (Fig.07).

1691_tid_Fig06.jpg
Fig.06
1691_tid_Fig07.jpg
Fig.07


UVs and Projection

I made the UVs in a tool called UVLayout which, in my opinion, is the best tool on the market for making UVs (Fig.08). After that, I imported my new model back into ZBrush, and projected the details of my base mesh into my new retopo model with UVs (Fig.09).

1691_tid_Fig08.jpg
Fig.08

1691_tid_Fig09.jpg
Fig.09





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Readers Comments (Newest on Top)
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(ID: 190269, pid: 0) Andrea Lazzarotti on Tue, 02 April 2013 9:30am
Wow, nice tutorial!!! thanks Rikk
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(ID: 189293, pid: 0) Mike C on Wed, 27 March 2013 10:23am
Great breakdown! Awesome work... how did you get the iris to show the other side through the cornea? refractions?
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(ID: 189285, pid: 0) Chroman on Wed, 27 March 2013 9:54am
Amazing work! I like it how you achieved the mood with the lighting! :)
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