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Project Overview: Oravores

By Daniel Orive
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| 4 Comments
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Date Added: 3rd June 2013
Software used:
3ds Max, Photoshop, ZBrush

The first sketch was what I was expecting from an Oravores - a wild, extraterrestrial fighter - but it was far away from the Mass Effect style. I kept trying out some more ideas, reaching a balance between what I wanted and what a possible Mass Effect creature would look like (Fig.06).

1728_tid_Fig06.jpg
Fig.06

I knew from the begging that I wanted a CG model, so I only sketched the armor parts as a guide for a later modeling in 3dMax.

Finally I did a decimation of every single piece.

Creating the Armor in 3ds Max

Before I started modeling the parts of the armor, I did a little trick on it, a quick re-mesh in ZBrush so I could get decent topology without doing a retopologization. I tried to make a smart loop job, to get a clean mesh, especially in some areas. At the end, I did retopologize some important parts like the hands, head and pelvis (Fig.07).

1728_tid_Fig07.jpg
Fig.07


For the armor modeling I used two different methods: creating parts using retopologizing directly from the base mesh, and some other parts from the duplicated mesh that turned into the armor sketch.

Directly from the base mesh: I just used the Cut tool, extracting whatever I needed from the quick re-meshed one. I did that for the neck, drawing some master lines for extrusions that finally became part of the armor (Fig.08).

1728_tid_Fig08.jpg
Fig.08

From the armor sketch: I used Graphite modeling tools from Max, just using retopologizing, as we all know (Fig.09).

1728_tid_Fig09.jpg
Fig.09

Some process pictures can be seen in Fig.10.

1728_tid_Fig10.jpg
Fig.10





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Readers Comments (Newest on Top)
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(ID: 235219, pid: 0) Leonardo Galhardo on Thu, 21 November 2013 2:16pm
incredible *_*
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