Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

 

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4
Making Of 'Carlos Huante Creature Model'

By Avinash Hegde
| Your Rating:
rating star nonerating star nonerating star nonerating star nonerating star none
(0 Votes)
| 47926 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, Mudbox, ZBrush

Step 6

I subdivided the mesh to 1 level in Mudbox in order to start sculpting the details. As you can see in the wireframe image (Fig07), the mesh density has increased from the original mesh that we imported.

357_tid_7.jpg
Fig. 07

Step 7

(The fun has already begun!) I firstly started sculpting and giving mass details to the creature. I studied the concept and tried to finish the basic mass and shape of the creature using a combination of bulge, move and smooth brushes to achieve my goals (Fig08).

357_tid_8.jpg
Fig. 08

Step 8

As you can see in Fig09, I started increasing the level of details. With each and every part, I slowly tried to spend more time studying the concept and the style of the concept artist, whilst also trying to add my own details to the model (Fig09).

357_tid_9.jpg
Fig. 09

Step 9

I subdivided the mesh again to level 2, and started working more details into the model, this time adding more flesh and small organic details to it. I liked this part a lot; I used normal sculpting tools like bulge, soft and smooth brushes (Fig10).

357_tid_10.jpg
Fig. 10

Step 10

More subdivision, more details. This time I concentrated on doing skin folds, stretches, and things like pores and boils. I am totally in love with Mudbox, and doing this has never been easier (Fig11).

357_tid_11.jpg
Fig. 11


Step 11

Satisfied with the detail of the model, the next step was to generate a nice normal map. Fig12 shows the settings and the image size of the normal map; I specified subdivision level 1 as my low poly mesh, and used the highest subdivision level as my high poly mesh. The normal map generated was my base bump and diffuse map. I hit the operation button and the map was ready in the path I specified (Fig12) - it's so simple!

357_tid_12.jpg
Fig. 12





< previous page next page >

 
1 | 2 | 3 | 4
Related Tutorials

Tutorial

Gallery Image.



Keywords: character, cartoon, critter, creature,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (35)
Comments 5 Views 136503

Tutorial

Gallery Image.



Keywords: character, monster, horror, tongue,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 33198

Tutorial

Gallery Image.



Keywords: post, effects, character, monster,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 1 Views 127600

Tutorial

Gallery Image.



Keywords: judge death, creature, monster, skeleton,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 2 Views 126305
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment