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Create stylized character scenes

By Germán Zamorano Córdoba
Web: Open Site
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Date Added: 22nd May 2015
Software used:
3ds Max, Photoshop, ZBrush
2029_tid_7c.jpg

Games industry professional Germán Córdoba walks us through the creation of his characterful personal work Abandoned Gas Station made in 3ds Max, ZBrush
and Photoshop


2029_tid_zzartist.jpg

Idea

When I started this piece, I had no clear concept; I just knew I wanted something with a cartoon style, totally different from what I usually do at work. At first, my idea was just to create a character to practice modeling, but when I finished I liked it so much I decided to contextualize it and develop a scene.

Modeling

I modeled the character in 3ds Max in a neutral position. Even though the model was intended to be part of a static image, I decided not to take the risk of creating it in the final pose, just in case I wanted to change it later.

I always start my models from the head, because it's the most difficult part and the one I usually spend most time on. My modeling technique for this part is to start modeling with a plane, turn it into editable poly and extrude edges.

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Final head topology

For the body, I started with a cylinder primitive for the torso and the limbs. Then I adjusted the proportions and started to refine the mesh.

I then started modeling the index finger and, making small adjustments, I created all the other fingers. Next, I modeled the rest of the hand, emphasizing the topology.

For this piece, I searched for sole reference images for the footwear. Once I found one that suited what I wanted, I started to model the pattern of the sole and built the rest of the mesh extruding edges from that geometry.

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Biker modeling finished


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Sole modeling process

When I was happy with my model, it was time to unwrap. I started by making a basic unwrap in Roadkill UV, an excellent free program that helps you to unwrap your models quickly. Next, I exported the mesh back to 3ds Max to add the final touches and pack the UV's.

Most of the time, I maintained a uniform texel density, although sometimes it is necessary to increase the size of some of the UVs islands that need additional detail. If you plan to do a static image, this is quite a straightforward task. You can just increase the size of the UV's close to the camera and reduce the size of the ones further away from it.

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The biker UV's finished

Once the model is completed, I take it into ZBrush to add detail and bake maps that will help me later in the
texturing phase.

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Cloth detailing in ZBrush

Motorbike

The bike is not based on any particular model, as I have no idea about motorbikes. I just gathered some photos of motorcycle parts, especially engines, modifying and adjusting the designs to fit into my motorbike's frame. Most of the pieces were modeled from primitives, nothing complicated.

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The motorbike model ready for painting




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Readers Comments (Newest on Top)
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(ID: 343191, pid: 0) Gustavo on Tue, 26 May 2015 3:58am
Awesome!!!
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