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Making Of 'Who is Spock?'

By Andrei Szasz
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Date Added: 17th February 2010
Software used:
3ds Max, Photoshop, ZBrush, Misc

After the UVs were done I went back to ZBrush to refine the model and add the details. At this stage I also built the base mesh for the astronaut suit in Max so I could bring it into ZBrush along with the head and torso. Once I had all the elements in ZBrush, I could think about the final composition as I began adding details (Fig.05).

1067_tid_Fig_05_Modeling_03.jpg
Fig. 05

Detailing

Now that I had all the props in the scene in ZBrush, I made some groups for the face and some for the clothes, so it would be easier to hide the parts I wasn't working on.

I started to add wrinkles on the face using the Standard brush along with two Alpha brushes I made myself, from two of the great bump maps from 3DTotal's V04:R2 - Total Textures "Humans & Creatures" DVD I've used those two textures on lots of models, especially for aged characters. They are great for adding wrinkles around the eyes and on the forehead (Fig.06).

1067_tid_Fig_06_AlphaTextures.jpg
Fig. 06

For the details on the clothes I first painted the textures in Photoshop, and then came back to ZBrush, extracted an alpha texture from the color map - you can do this simply by going to Mask and selecting Mask By Intensity - and inflated the unmasked surfaces. I also added some stitches on the clothes with the ZBrush Stitch brush so I could have them on the normal map too, not just on the color and bump (Fig.07).

1067_tid_Fig_07_Modeling_04.jpg
Fig. 07

Texturing

For the face and skin texture I started as I usually do, by creating a base layer. This time I used two 3DTotal skin textures, which were blended together and then I added a new layer to control the Hue/Saturation. This step is really good because it lets you easily change and preview the skin tone, before you get into the detail (Fig.08).

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Fig. 08

Total Textures


1067_tid_all_cd_artwork.jpg
Total Textures Complete Collection V1 > V19



So, having the base layer done, I went back to ZBrush for another fun part: the polypainting. I like to mix polypainting with photo texturing, so I can constantly tweak both aspects.

I started the painting by adding some landmarks with row colors and then adding a smooth layer with the base color. After this step I exported the texture through Zapplink to Photoshop, where I used some photo reference textures to add detail to the most important parts of the face.

For the eye texture I used a texture called "Eye 07" from the V04:R2 - Total Textures "Humans & Creatures" DVD, which fitted the character really well. I've discovered lately that there is a great .PSD file on this 3DTotal CD called "Human Eye Maker", which is great as it has all the layers separated and they are easy to tweak (Fig.09).

When I did the astronaut costume, I decided to move away from the reference a bit by changing the color. An orange suit would be too common for Mr Spock, as everyone knows him for wearing blue. So I found some great textures on V02:R2 - Total Textures "Aged & Stressed that fitted perfectly on the base blue layer (Fig.10).



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Fig. 09

1067_tid_Fig_10_Texturing_03.jpg
Fig. 10





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