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Making Of 'Petrol Head'

By Nick Govacko
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Date Added: 28th January 2010
Software used:
Maya, ZBrush

Modeling In Maya

I modeled these parts in Maya and started to think about how they could fit together (Fig.05 & Fig.06).

76_tid_Fig.05_car_machine_parts.jpg
Fig. 05

76_tid_Fig.06_head_model.jpg
Fig. 06

I also added some metal parts to the design in order to make them in different color and to make his face more expressive (Fig.07).

76_tid_Fig.07_head_model.jpg
Fig. 07


Some additional details were modeled using the same parts as a base and applying mirror cuts to them. After playing with the cut plane I ended up with some interesting details (Fig.08).

76_tid_Fig.08_mirror_plane.jpg
Fig. 08

So the final mesh looked like this (Fig.09).

76_tid_Fig.09_polygon_model.jpg
Fig. 09

It had some holes and didn't have some parts that were not visible to camera, but as long as the model would be used only for a still render from a fixed angle then it was okay!

Now it was time to export the geometry into ZBrush. Before that I separated the mesh into different groups of details in order to make the geometry a little bit lighter after the subdivision. The idea was pretty simple: parts that were small or didn't need high SubD levels needed to be a single subtool and it's a good idea to separate your model into groups by materials also.



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