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Making Of 'Talos'

By Emanuel Da Silva Luz
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| 9 Comments
| Comments 9
Date Added: 20th June 2011
Software used:
3ds Max, Photoshop, Mudbox, ZBrush

Retopology:

After modeling my character from my basic mesh with bad topology, I was left with the problem of not having good edges loops for proper deformation. This is where retopology comes in handy. I exported a lower level subdivision from my chosen 3D modeling package with enough resolution and used the plugin to redraw proper edge flow over the original mesh (Fig.06).

54_tid_fig06.jpg
Fig. 06

Hard Surface Modeling

Once I had the proportions of the body modeled, I could start building stuff on top of the body. I used 3ds Max to make the hard surface pieces. I mostly tried to keep the mesh all quads, but when you get flat surfaces or places where it's supposed to pinch, tris and n-gons are ok. Hard surfaces are all about the tight definition you get on the edges, so I tried to make it look as clean as possible especially on the blades. I used the edge extrusion technique to model in 3ds Max, because I feel it is easier for me and I always get nicer edge flow and overall cleaner results (Fig.07).

54_tid_fig07.jpg
Fig. 07

Unwrapping

I used 3ds Max's basic Unwrap tools to get the job done, using planar mapping for things like the face and armor, and cylindrical for arms and legs while trying to make as little distortion as possible so that my textures didn't stretch. The trick is to just to UV with symmetry on and then collapse your stack, mirror the opposite side of the UV, stitch them together and relax. I sometimes use pelt mapping for weird objects that are a pain to UV. I tried to hide most seams between legs, under arms or in places where natural seams would occur (Fig.08 - 09).

54_tid_fig08.jpg
Fig. 08

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Fig. 09


Texturing

I always start off by baking an Ambient Occlusion pass. This helps me to see the mesh when I am painting instead of just guessing where stuff is with my UVs. I then start giving all pieces a basic flat color and set the ambient occlusion on the top layer in Multiply mode at lower opacity (Fig.10).

54_tid_fig10.jpg
Fig. 10



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Readers Comments (Newest on Top)
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(ID: 280741, pid: 0) DreadKing on Thu, 12 June 2014 1:11pm
looks good
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(ID: 186291, pid: 0) Stephane Morpheus on Tue, 12 March 2013 3:46pm
fr: trop nice Elmoooo... continue ton superbe travail. j'espere que tout va bien pour toi aussi. en: Eloooo nice too ... keep up the great work. I hope everything goes well for you too.
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(ID: 153095, pid: 0) Elmo on Sat, 29 September 2012 12:42pm
@araxy You can make the uv's any time you want before making the uvs you just throw the low poly version of each subtool in 3dsmax and unwrap it there and re import it in zbrush and it will take the uv;s you can then take your ao,cavity etc out and multiply them on top of your diffuse map in photoshop Dont remember ,but i think i didnt use xornaml for ao, i think i used zbrush ,,but whatever if u wanted to u could bake the ao in xnormal all you had to do is to put ur model after u uwnrap it in xnormal hope it helps man and glad u found it usefull my friend
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(ID: 144827, pid: 0) Araxy on Thu, 30 August 2012 6:50pm
wow!! this is very usefull! actually, this days i have been thinking of making a character just like this way, but i get confused about the workflow, so in a few words: If i have a model made in zbrush, i have to move it into 3d max and make the retopo for all the subtools? Then make the uvs, the AO pass to create the texture and normals, right? If you have the high ress model from zbrush with no uvs, how did u get the AO and Normal maps from xnormal for your model in 3d max?
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(ID: 46193, pid: 0) Elmo on Wed, 13 July 2011 9:49am
@justb make yourself a scratch brush or download it from the net and set it to white and overlay and chip away when u put it in the bump u have to flip the color to black to get it to make indention
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(ID: 46050, pid: 0) Justb on Mon, 11 July 2011 4:43am
Could you tell me how you did the scratches on the armor? Was that in photoshop? Did you use a specific brush? W
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(ID: 46049, pid: 0) Justb on Mon, 11 July 2011 4:31am
One of my favorite pics on Game Artisan. I'm really glad you made tutorial. Thanks. W
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(ID: 44720, pid: 0) Nufftalon on Tue, 21 June 2011 11:35pm
Elmo is very talented and produces some amazing work he has a drive that only gets stronger. It is truly a pleasure to be able to see Elmo's workflow and I can't wait for more future tutorials from him.
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(ID: 44679, pid: 0) Torch on Tue, 21 June 2011 2:59pm
I've been following Emanuel's work for a while, this is a great tutorial! 5 stars!
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