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How to Stylize and Model 'Toon Humans - Chapter 1: Concept and Modeling

By Jose Alves da Silva
Web: Open Site
| Your Rating:
(45 Votes)
| 257518 Views
| 2 Comments
| 2
Date Added: 18th January 2013
Software used:
3ds Max, ZBrush

## Topogun 3

While creating the topology for the hands, I have opted to create four-sided fingers. In order for Topogun not to create polygons inside the fingers make sure that Reject Inner Faces, in the Options menu, is turned on.

Another good procedure, while working in detailed areas such as the hands, is to select one vertex in Edit mode and press the F key (stands for Focus). From this moment on, the view will orbit around the selected vertex. This is very handy when you want to work in a specific part of a model (Fig.14 - 15).

Fig.14
Fig.15

Use the same logic to create the topology for the lower body. Notice that I have left a small gap between the upper and lower body. This is because we will separate them later.

## \$(document).ready(function() {crapLoader.loadScript('http://hermes3.3dtotal.com/pages/a.aspx?ZoneID=27&Task=Get&IFR=False&PageID=37622&SiteID=1&Random=20151125061655781', 'MPU1');});Topogun 4

- From the Select menu choose Select All Verts.
- From the Modify menu chose Create Symmetry. This operation might take a while.
- Select one vertex from the upper body and one from the lower body.
- From the Select menu choose Select Shell Border. All the vertexes at the border of each surface will be selected (Fig.16 - 17).
- As we don't want the mouth and waist to be welded, zoom in and while in Edit mode, press Ctrl and drag to deselect the mouth vertexes and the waist vertexes only leaving the vertexes at the center of the character.
- From the Modify menu, choose Merge with Closest Verts. Now the central vertexes are welded.
- From the File menu, choose Save Scene as.
- At the bottom of the window change the Save as type to OBJ
- Save it.

Fig.16
Fig.17

## Import to ZBrush

- In ZBrush load the Tool with the character prior to the Decimation process.
- Select the character Subtool.
- In the Tool menu, under Subtool, click the Duplicate button.
- Keep the Subtool selected and press Import from the Tool menu.
- Choose the OBJ that was exported from Topogun.
- A window prompt will show up, press YES.
- The imported mesh will replace the selected
Subtool (Fig.18).

Fig.18

## ZBrush Detail projection

- In the Tool menu, under Geometry, disable the Smt button next to the Subdivide button, so that when we subdivide the mesh it doesn't lose its volume.
- Press Divide until the subdivision level is increased to 4.
- Make sure that you are selecting the imported Subtool and that the only other Subtool that is visible is the detailed character.
- Click the Project All button in the Subtool menu.
- Hide the old detailed model.

Some minor projection artifacts might occur, as indicated in the image, but that is not a problem as we will be re-sculpting everything (Fig.19). You can delete the original Subtool and the ZSpheres. Keep only the new topology with the projected detail.

Fig.19

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Readers Comments (Newest on Top)
(ID: 183965, pid: 0) Johnny on Wed, 27 February 2013 8:44pm
Hi, I love this tutorial and i'm learning so much, however, im worried, when i click "unified skin" parts of my mesh (knees, wrists, neck etc..) all vanish, the smooth, resolution and polish settings are all the same as in the screen shot. Please help :-( and a big thankyou to Mr de silva for the tutorial.
(ID: 177050, pid: 0) Thijs on Fri, 18 January 2013 12:06pm
Wow! This is really interesting, can't wait to get to work with ZBrush again, and understand more about what I'm actually doing/trying to do. :)
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