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Character Production in 3ds Max - Chapter 1

By Rodrigue Pralier
Web: Open Site
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Date Added: 17th October 2013
Software used:
3ds Max

The final result is a very simple and basic head model with no particular expression, and that is exactly what I want since I can now bring it into ZBrush and start shaping it the way I want (Fig.07).

1794_tid_7.jpg
Fig.07

So I export my model (with no UVs) as an OBJ into ZBrush (Fig.08).

1794_tid_8.jpg
Fig.08


In ZBrush I don't add any divisions to my model; I just use the base model I just created and start moving it around using the Move brush and the Move Topological brush. The Move Topological is a very useful brush that allows you to move the lower lip without affecting the upper lip, for example, and all that without having to create groups or masks (Fig.09).

1794_tid_9_.jpg
Fig. 09

The main reason why I don't want to add divisions at this point is because I want to make sure that I won't need to change my topology to support the new deformations. By doing it this way I don't need to add or move cuts, and I am able to move on to the next part without too much hassle (Fig.10).

1794_tid_10.jpg
Fig.10

Now I'm all set and ready to start sculpting in ZBrush. See you next time.





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