Making Of 'Dead Twice'

This tutorial was made based the development the my last project: Dead Twice. In this i'll explain the techniques of the modeling, as well to the mapping and texturing. It's possible which my techniques aren't the more used for animations, but I'm a beginner with animations, so, I'll explain here, are experiences, concepts and suggestions of the many artists.

In my Project Dead Twice I used a techniques which I prefer not to use here: it was modeled in it's final position, this process modeling, mapping and texturing, besides being very uncomfortable to work with techniques and not applicable to good animations. this is a technique, but i don't recommend it to animations.

To start our tutorial, you'll need the "files.zip" included here

Making the Skull - Planes of Reference

1. We're going to use an image of reference to start our modeling. A Skull is supplied as an image to start

2. Create a Plan in the Viewport with same dimensions of the "cranio.jpg" and convert it to an object Editable Poly

3. In the Material Editor go to the channel Diffuse to attribute this image and use it in Self-Ilumination 50 or 80, as you prefer

4. Attribute to Plan the material above, use 2-Sided

5. We need to map this object, go to Modifier Stack, attribute the modifier UVW Mapping, conform to image 001

6. In the Modifier Stack, go to level Editable Ploy, sub-object Vertex and start the option "Show End Result on/off Toggle".

7. Select the superior vertexes and inferior near the side of the Skull in the image referent, and take the limit frontal Skull.

8. Disable the sub-object Vertex and go to the Panel Hierarchy - option Pivot - Affect Pivot Only - click Center to Object and Align to Word, conform to image 004



9. To duplicate (to copy, not to instance) this object make it crossed with the first.

10. We're going to rename these objects: the first you can call "Frontal" and the second "Lateral".

11. Now, to align conform to image 006 and the Material Editor, duplicate the slot with our texture "cranio.jpg". Very important: you have to name the project to create it. Once the slots are named, attribute the material lateral to object Lateral.

12. Go to the right viewport and choose vertex at Modifier stack and move the vertexes conform to image 007. Move the Gizmo of the UVW Mapping as the image shows.

13. Now, organize its objects so than they will have the structure of the image 008. Use Snap on the image 009, it's my configuration for the Snap.

14. Group the objects "Frontal" and "Lateral", named "Skull" and place it on axis zero of the coordinates x,y and z. You can use the dialog box "Transform Type-in (F12)" and type zero in x,y and z.

15. Save your work named "Tutorial_Skull_00.max".

16. Click the right button on the mouse on the object Tutorial_Skull_.max" and also on Properties, unmark the option "Show Frozen in Gray".



17. Now, we're going to freeze the skull, click right button on it and select Freeze Selected on the list. Save your work again.

18. Now we're going to customize your units. Go to Menu Customize - option Units Setup.
Click System Units Setup and make Centimeters. Click Ok in Siplay Unit Scale, mark centimeters to. That's ok

19. Save your work.

Making the Skull - modelling the skull

1. Create a plane object in the front viewport, click with right button on it and select Properties. Select the option "See Through" and convert it to Editable Poly.

2. Align the object conform to image 014 using Vertex, move the Vertexes to get a similar view of image 014. Use Edges Face (F4).

3. On the right viewport, align the object as the next coming image.

4. Now, select the sub-object edge and go to dialogue extrude of the model. Don't forget: when you go to extrude with the front viewport adjust with the left viewport the new position of the face, you can use Shift buttons for the extrusions.

5. Continue sculpting the model to get a similar view of image 018.

6. Now go to the polygon sub-object and make it as image 019. You're making a copy, not a new object. Edit it from the teeth until you get to the nose. Don't forget to edit the other viewports.



7. The model.

8. Make it as image 021.

9. After colapsing the vertexes you may join the two parts of the model. You can make an instance of the mesh model so then you can see the proportions,and in the 3dsmax6 you can use the modifier Symetry!

10. Continue sculping the model. Try to obtain square faces, it can help the MeshSmoth.

11. Continue making the extrusions on the edges of the model, and now we'are going to work on its profile near the eyes.

12. Continue sculpting.

13. Continue sculpting. We're going to work the back side of the Skull.

14. Sometimes the extrusions don't match the vertexes, so we have to obtain a "fitting" to it. Select the two back edges in the painel Modify, go to the mode edge and click the button "Connect" so then we can colapse the vertexes.

15. Now, we can colapse.



16. Continue making estrusions on the edges front-back.

17. Continue extrusions the work, use shift + drag mouse, and after you can collapse the correct vertexes.

18. Here, we have a problem: the edge breaks the "Edge-Loop", so we have to fix this edge again. Select the edges as image 030, click the button COnnect and our Edge Loop is OK! Have the vertexes organized always.

19. It will be a good idea to use the snap 3d, with it you can unify a vertex and its correspondent.

20. here, we have to keep extruding.

21. Ok, here is the model.

22. Select the sub-object Polygon, make a selection of the faces as image 033 and click Hide Selected.

23. You can work with shortcuts, below you can find my suggestion for shortcuts, or you can configure your shortcuts in Menu Customize - Customize user Interface - option Keyboard.

My Shortcuts
Extrude = Shift + e
Bevel = Shift + b
Outline = Shift + o
Inset = Shift = i
Chamfer = Shift + r
Connect = Shift + n
Weld = Shift + w
Collapse = Shift + c
Hide Selected = Shift + h
Repeat Last = Ctrl + r
Default Shortcuts
Ring = Alt + r
Loop = Alt + l

24. In the frontal viewport, select the edge as the next image and click Ring (Alt + l).

25. Click on Connect (Shift + n), and after edit the new edges.



26. Select the inferior edges and extrude it (SHift + e) (Image 036).

27. Unhide all faces (Unhide All in mode sub-object Polygon) continue extruding and organizing the model.

28. Always search as many references as possible for your work...it will help you.

29. Make more extrusions.

30. Make the selection edges as image 039 and extrude them.

32. Select the left viewport image, click Ring (Alt + r) and Connect (Shift + n).

33. Organize the model.

34. Select the sub-object Border, click on the border about eye level.

35. Now, make a short extrusion.



36. Keep making extrusions, try to make it as image 043.

37. We haven't finished the part of the eyes because these parts will not be shown.

38. Now we're going to work on the nose, with Cut (click right button - Cut). Make it as image 044.

39. Continue sculpting, cutting and adjusting the vertex.

40. Select the emphasized edge, apply Loop (Alt + l), and exclude the selected edge.

41. Select the faces and delete.

42. Select the edges and extrude them, but use Shift + drag mouse into the Skull. And after adjust the new vertexes. You can use Move, Rotate and Scale.

43. Now, select the emphasized edge on the left bottom of the viewport, keep extruding the edges as image 049. Adjust the vertex and collapse it correctly.

44. With the sub-object Border, select the edges as image 050 and extrude into it (you can use Shift + drag to mouse).



45. Compare all your references and adjustments with it.

46. Now, we're going to add some edges to help in the Meshsmooth modifier. Select the edges and Ring (Alt + r) Connect (Shift + n).

47. Make some adjustments and create more edges when necessary.

48. Now you have the model with Smooth with the iterations 1, go to "Subdivision Surface" in Editable Poly, turn on "Use NURMS Subdivision" and in the display field use Iterations 1. This isn't a MeshSmooth, this is Editable Poly's smooth, and after you can to remove if you prefer.

49. Save your work.

More Details

At this point, let's add more details on the Skull. I usually prefer to create my own models, but for Dead Twice project I preferred to use a real model. You can choose which method to use: create your own models or search on the internet and then stylize them. Well, a short review: when we're working with mesh and meshsmooth modifier, it's important to use square faces, because Meshsmooth works better with it. The use of not square faces can come up with bad results! Ok, aware of this concept, I use it always when I find it necessary. Example: on my basic models I use square faces and I add on them more details. But on the second part you don't have to worry with the square faces although you have to be very conscious of it!
"If it looks good that's ok!" this is my slogan...But pay attention when you work in animation because the faces must be square. Find references for modeling. Look other people work because sometimes the meshes aren't perfect and that is very interesting. The secret is to know when the mistakes lead to good results!

Ok, let's go to the tutorial.

1. Disable the function "Use NURMS Subdivision" if it is enable on the previous step.

2. Hide the reference image and go to Panel Display, option Hide - mark "Hide Frozen Objects".

3. We're going to work on the eyebrow and we should make it looks malicious and angry as an odious look. So we have to add details on its physiognomy.

4. Hide the faces selected (Shift + h).

5. Edit the edges as image 057 or you can also edit in vertex mode too, Try to make it as much anger as possible .

6. Pay attention on image 058: there are some invisible edges, better fix them because on meshsmooth you will get bad results.

7. On the level Edge you must adjust the viewport to see the all over the face, click "Edit Triangulation", it will completely change the direction of the edge. Click on one Vertex and after on the other one to change the direction (the first click shows where the edge starts and the second shows where it ends the same edge)..

8. Now, try to create some cuts on the mesh above the eyebrows, make it near the
same edge (image 060).

9. Keep going with the cuts trying to obtain square faces always.



10. Select and pull the vertex as shown on the next image. See image 062 and note that there are some vertexes pulled already.

11. Bring the inferior vertexes forward (image 063).

12. Select the vertical edges as image 064 then click Connect (Shift + n). And after push it forward to the new edges.

13. Your own model should be similar to image 065.

14. If you activate "Subdivision Surface" you will find the eyebrows effect does not look angry yet. So add some cuts as image 066 the meshsmooth will be better!

15. Select the prominence edges and apply Connect (Shift + n) to create another edge in this region. Before unhide all faces!

16. After organizing the vertexes the work should be as image 068, notice the detail that was made with some cuts and adjustments, it is a small detail and all details are very important!

17. The work should be as image 069.

18. We need a reinforcement at the bottom part of the eyebrow, so we're going to add some cuts as image 070.

19. In image 071, we have a triangular face, collapse it as next image.

20. Organize the mesh.



21. Now we're going to work the eyebrow, as usually use Ring (Alt + r) and Connect (Shift + n) and after organize the mesh.

22. The model should look like as image 074.

23. We're going to work the side face, the bone which holds the maxillary... Unhide all mesh (go to Sub-object Polygon, option Unhide All).

24. Make cuts as next image shows, use the tool Cut (click with the right button of the mouse + option Cut in Quad Menu). And after adjust the vertexes.

25. Continue cutting and edit new vertexes.

26. Select the faces and extrude them, use the value 20 in "Extrusion Height" (Shift + e).

27. Edit the new vertexes. The red edges are the edited points. Cut, drag and move the vertexes to obtain this result.

28. Extrude the shown faces and move the vertexes as image 079 shows.

29. Here it will be a good moment to analyze the references, try to understand it like the model is. It's very important your understanding about the references and model, so then you will obtain a better result.

30. Continue the work as image 080 shows.

31. Create a cut in the mesh.

32. Work the model... Make extrusions, cuts and move the new vertexes if necessary.

33. Now select the faces as image 083, delete it. Select the suitable vertex in the same image, use Weld (Weld + w - Weld function: the value in the dialog box, inform the 3dsmax at distance it can collapse the vertexes, if you use the value 2, 3, 4 or other, 3dsmax will understand that collapse should weld at this value).



34. After the join, organize the vertexes, you maybe think that it's necessary to add an edges line into the bone structure, for example: select an edge and use Ring (Shift + r). That's ok.

35. Analyze the references and you will note a certain sinking on the skull, well the edges shown are edited.

36. You can use Meshsmooth to see the smooth in the object.

37. We're going to the superior teeth, hide the selected faces (Shift + h).

38. Adjust the vertexes to be at least similar to the example, study the anatomical references! It's useful.

39. Select the faces and Detach them.

40. Hide the remaining mesh.

41. Select Polygon as sub-object, then use inset (Shift + i) and make it as next image

42. Now push this faces some units above and use Bevel (Shift + b).

43. Unhide all mesh and select the big mesh (the edited) and attach it at the "gum" and after use Weld (Shift + w) in sub-object vertex, use the value 1.

44. Now select the vertexes as image 092 and use Connect (Shift + n).

45. If you pay attention to the model, you will see that we have an additional tooth, so we're going to delete the faces as image 093 and close this "hole". Organize the vertexes.

46. The model should be as image 094.



47. Some details aren't good yet, we're going to fix them then.

48. I disable "See Through" to edit the model.

49. Remove the red edge, you can use the Remove tool in Panel Editable Poly (Remove don't delete edges, this is similar to the "invisible" of the Editable Mesh, it hides edge only.

50. Ok, we're going to the superior and inferior teeth.

51. Save the work.

The Skull - Add detail to the Teeth and Maxillary

At this point you can add details to the model.

1. Create a plane object as image 098

2. Edit the plane object and convert it to Editable Poly.

3. Model it.

4. Add this cut as next image and continue modeling the tooth.

5. Here you can define what aspect teeth you want: thick, thin, long, short, dirty or clean.

6. Duplicate this tooth to the side and make it little different from the other (make a copy in this case) and position as image 102. You can activate Meshsmooth.

7. Here you can use Soft Selection to rush your work.

8. You have on your hand good references about the model. Now it's a good moment to analyze the human dental arcade, you should understand its position to obtain the best results.

9. Create a third tooth as the explanation above, and position it as image 103.

10. Don't forget to save the work.

11. Create the other teeth using the first tooth as a reference, make a copy then edit/position them as image 104.

12. You can use Ring (Alt + r) and Connect (Shift + n) to work.

13. Select the central vertex and Chamfer (Shift + r).

23. Ok, the model will look like this.

24. When you analyze the image 117 you will see a part in red and note that the above part is like the maxillary. So we can "cut road" copying this part to maxillary

25. Use Tools Mirror and make a copy. Adjust as image 118.

26. Use element in sub-object mode and select as the image shows

27. Select the second built tooth, hold shift + drag mouse to clone it. To edit the object you can use Edged Faces (F2).

28. Edit the teeth.

29. Active mode See-Through, unmark "Ignore Backfacing", make the selection and copy to maxillary using the mirrored way.

30. Detach the new object, go to panel "Hierarchy" and mark the options as below

31. Mirror the object

32. We're doing this process because it's fast to finalize the project, but you can practice it creating the maxillary from a new object.

33. You can mirror the object as image 125. Make an instance

34. We're going to work in the maxillary. Hide the superior teeth and the skull.

35. Make some fittings in the mesh and remove the red edge as image 126

36. Make a sequence of cuts.

37. Select these edges, use shift + drag mouse to create new faces as next image

38. Continue organizing the meshes.

39. Keep creating the meshes and if the vertexes won't match don't worry, we will organize them later.

40. Create new edges and then weld the red vertexes.

41. Work on the model

42. Work on the model.

43. Delete the faces.

44. This is the model

45. More adjustments.

46. Select the red edges

47. And after go to the view where you can have a better visualization of the model, use Shift + drag mouse into maxillary. Collapse the vertex in prominence.

48. Organize the vertexes.

49. Make the selection and extrude into it.

50. Unhide all elements. On image 141 we have a problem that we can fix: select the vertexes in prominence

51. Active "Soft Selection" and configure it as image 142. Move the vertexes into the Skull.

52. Work the vertexes of the skull too.

53. Don't worry if it seems confusing, hard work and much study you will understand the adjustments

54. Create some cuts

55. Select the faces, extrude and scale them. Organize a little into the Skull.

56. Some details weren't't created, because we won't build what we don't see.

57. Now attach the two objects of the Skull (select one of it and click the right button on the modifier stack - Make Unique (this option removes the Instance of the objects). You may remove the modifier Meshsmooth before.

58. Do the same with the maxillary.

59. Here is the final model.

60. We can create eyes. Create a sphere and edit as image 149. Delete the faces that are not shown.

61. Adjust it as next image

62. Copy to the side and attach the Skull to it. Group it and named it "Skull" apply Meshsmooth in each object and save the work.

The Hands

We can model the hands a part from the body because the model uses a hood. You have the choice to work any part you'd like to. So then after all we're going to "join" every parts.

At the beginning I explained the first parts of this tutorial very detailed that's why I'm going to "skip" some parts. I suppose you have full conditions to understand the steps of the tutorial without showing all the evolution.

1. Create a plane object with dimensions: L900xW600 and work like part 2 of the tutorial. Convert this object in Editable Poly and adjust the vertexes as image 151 (you can create the hand without reference image but myself prefers to use one).

2. Accomplish a sequence: selections, chamfers, extrudes and adjusts in the vertexes.

3. Add more details.

4. Continue the sequence cuts and the fine adjustments on the index finger. Again you can use many references to make the work easier.

5. Obtain this result.

6. Continues with the process: Chamfer (Shift + r) and move the new vertexes.

7. Go to mode sub-object Polygon, select the index finger and with "Shift" drag it to the left in front of the viewport. Clone it as an independent object.

8. Adjust it as next image. Repeat this process to other fingers.

9. Done that you can make the adjustments in the model until this result.

10. Organize the vertexes in the prominence region .

11. Select these faces and delete them. So then attach the fingers to the hand and after weld the correct vertexes.

12. Do you remember? The character uses gloves that's why it is not necessary to model all the details, because some parts will be beneath the cloth.

13. Add more details.

14. The same way work the last finger.

15. Work the palm of the hands.

16. Your result.

17. Remove the Meshsmooth, if you're still using it. Apply the Modifier Bend, use the values in red and after Convert Editable Poly.

18. More adjustments and extrusions.

19. A sequence: extrudes and adjustments the vertex.

20. Here is the basic model hand and we're going to add some details on the glove in the next step.

21. Save the work.

Detail on the Hands

As I mentioned in the previous step, we'll be building this part with a short explanation, because you're familiarized with the tools.

1. Position the model as image below.

2. Create a plane object and position it as this image (convert to Editable Poly).

3. Now add these details.

4. The model.

5. Select the mode sub-object Polygon and extrude. Clone it as the image below.
Detach the two parts and don't forget to weld the vertexes (Shift + w).

6. Delete the faces in the prominences.

7. Make sharper the red details...Move the vertexes.

Detail on the Hands:

8. Create a spline object in this position. Make it renderable using these fields.

9. Convert to Editable Poly.

10. It will be good idea to change the finger to continue the tutorial.

11. Well work the model.

12. Repeat this process on the protection of the middle finger.

13. Continue sculpting.

14. Create a cube object and edit until this result.

Detail on the Hands

15. This is a final form: 2 objects, one into the other.

16. These are the details.

17. Add these adjustments.

18. Clone this detail for each finger.

19. Add some more little details.

20. Select the sub-object faces, clone and after detach it (we're creating a new
object in the same place).

21. Apply modifier Push and use the values in prominence.

Detail on the Hands

22. Work the model and try to obtain this result.

23. Make the same for the other points of the glove. Attach these 3 points.

24. Create on this side a plane object with 4 faces, convert to Editable Poly and
edit the vertexes.

25. Adjust the model until here.

26. Attach this detail.

27. Delete the faces in prominence in the yellow object. Position as indicates the arrow and after clone it in other places.

28. Select the indicate faces, clone and detach them and Use modifier Push. Select the mode sub-object Border and extrude it into the object downwards.

29. Attach all the green objects.

28. Group the objects, name them "Hand" and save the work.

Cloth Hood

On this part of the tutorial we're going to build the cloth of the Dead Twice. We can start with the hood and after we can go to the other par.

1. Create the plane object with L:1956 and W:2500.

2. You can do it like the "Part2_Planes of Reference", use the image "body.jpg" as a sample image.
3. Merge the objects you have already done in the previous steps.
4. Go to Menu File - option Merge and search the object "Skull.max" and after position in its place as the sample image.
5. Do the same with "Hand.max" and the result will be like image 201. Remove the Meshsmooth from all the ob.

6. Hide the objects "Hand" and open group "Skull" (Menu Group - option Open) and select the skull.
7. Make this selection.

8. Press button Shift and make a copy of this part, apply the modifier Push, convert to Editable Poly and delete the selected faces. We're going to work with the side of this object only, so delete the other one.

9. It will be good idea to search some references about cloths, tunics.

10. Organize the edges

11. Create some edges using the prominence ones.

Cloth Hood

12. Continue the model until you get to this point.

13. More editions.

14. More editions.

15. Add details and editions to the model so it will be like the next image. Attach
the two parts of the hood and weld the vertexes.

16. It's a good idea to have one side different from the other

17. The model will be like image 212.

18. Save the work.

Clothe Mantle

We're going to build the Dead Twice's mantle. So hide all parts and go to the frontal viewport.

1. Well, I prefer the side viewport, but you can use any other one.

2. Create a plane object and convert to Editable Poly as image 214.

3. Start creating the faces/vertexes and fittings. Clone to the right side.

4. Continue working on the model. Work the back of the mantle too.

5. The model should be as the image shown.

6. Build the cloth until the floor. I haven't done it in the original work because I created only the necessary to be seen in the camera view. I suggest to build all parts in this tutorial. Other detail: I haven't created the rope for the waist, but you can do it.

7. Work the arm, do the same as image below.

8. Make more fittings and create faces, move vertexes, delete faces, etc.

9. You can work the seam of the sleeve.

10. Add more internal details.

11. The basic model is done to receive more details, as the pleats of the clothe.

12. You can start with the sleeve.

13. So, here it's a sequence of cuts and fittings on the edges and vertexes. Position some vertexes upwards and the others downwards the mesh.

14. Add details as necessary, but don't forget: more details you have heavier the file becomes.

15. You can work the other part....

16. Weld de two parts, and apply the modifier Meshsmooth with iterations 1..

17. Remove the modifier Meshsmooth of the hood and add it to the clothe, you may
have to add some more fittings on the mesh.

18. The green object is a part of the clothe that was edited separately and after adjusted

19. This is not necessary but you can create a totem to the character.

20. Save the work.

Mapping

This part, you're going to apply the mapping on the objects (you're going to use the modifier UVW Mapping) and after, open the mesh on the Editor UVW Unwrap (you're going to apply the modifier UVW Unwrap). I usually prefer to open the mesh of all objects, and after I decide if I'll use the painted or the repetition texture.

I prefer to map all objects first and after I apply the painted textures you can do it differently though. Work with a few faces removing the modifier Meshsmooth from all objects to continue.

1. Isolate the object skull.

2. Apply the procedural texture 'Checker' as image below.

3. Apply the modifier UVW Mapping, once you access 'Gizmo' a green line will appear in the mapping. That indicates the UVW Unwrap where the mesh is going to open. Preferably position this line where you are sure that it will not appear or that is a good place to work the texture. The type UVW Mapping used change as the object.

4. This phase you should configure the mapping in way that procedural texture Checker gets the "Tilling" square its best result as possible. Other good practice it's to make UVW Mapping a little larger than its m.

5. Convert to Editable Mesh the Skull, go to the maxillary. See the Gizmo

6. On the clothe, there are two objects: the hood and the mantle. Select the sub-object Element and select the hood apply the modifier UVW Mapping. You may see the texture on the viewport press F2 on the keyboard

7. Convert to editable mesh again and select the hood again, hide it and after select the right sleeve.

8. It's a good idea to use the Local Axis to work with the Gizmos and to use the button Fit of the UVW Mapping.

9. Apply Cylindrical UVW Mapping and after convert to Editable Mesh again work the other sleeve.

10. Continue the mappingt.

11. Work the body of the clothe.

12. Convert to Editable Mesh.

13. Go to the hand. As the claws are going to be chromes and not mapped.

14. If the other hand isn't an instance it's a good moment to do it. Convert the model hand in Editable Mesh using the modifier "Turn to Mesh", click the right button mouse on the modifier stack and choose "Collapse All".

15. You can go to UVW Unwrap now. Select the skull again and hide the other parts. Apply the modifier UVW Unwrap on.

16. Click the button Edit to show the panel UVW Unwrap. Go to the indicate panel to configure the new work area.

17. The UVW Unwrap offers many automatic resources to open the mesh I prefer to open it manually. You can decide to open the mesh automatically or manually using the options on the Menu Mapping.

18. Before starting the process have a look the main tools.

A - the tools Move, Rotate, Scale, Free Form Transform and Mirror.
B - the tool to visualize, it hide/unhide the texture.
C - If the objects are separated with ID's you can show parts as ID's separated to work better
D - The tool to get the "Vertexes", "Edges" and "Faces". You can get all objects with "Select Element" marked.

Other commands will be use later and will be explained as necessary.

19. Make as image below.

20. Organize the vertexes.

21. Now select the sub-object Face and select the suitable polygons, see that Unwrap automatically shows where they can be organized. To detach, click the Menu Tools and select the tools "Detach Edge Vertexes" or Ctrl + d.

22. After on mode Vertex, you can go to its suitable menu and use the tool Target Weld (Ctrl + t) and weld the correct vertexes (select the first vertex, then click in the respective vertex, when select a vertex, the Unwrap shows which one is the correspondent one)..

23. The model will be as the image below. The green line is the limit to work the texture, it will be a good idea leave it on the "periphery's" object

24. You can use the tool Planar Map. You should select a group of faces (as the eyes, for example) and click it. It will be a plain object and depending on the degree of the inclination of this group the results can be strange.

25. Ok the first mapping is ok and you can export meshe outline reference to work the texture.

26. You can frame the Window Unwrap on the screen monitor and press button on the keyboard "Print Screen" and paste the shot on any image editor, cut the image on the blue border exactly or you can use the plugin Texporter. The Texporter is the best option.

27. The texporter is a little plugin and it has many utilities such as the no need of UVW Unwrap, Texporter opens the mesh for you (the subject of our studies is the UVW Unwrap and not the Texporter so save sometime to study it). Use the configurations below and apply on the skull and after the reference is created, save on any format, I prefer to save with format PNG to obtain channel alpha

28. Save the work and go to the maxillary and do it the same way.

29. Now the clothe. You can see that there are many imperfections so use the repetition texture. There is no reason wasting so long mapping.

30. Go to the hands and make as image below.

31. This step, "Texturing" you will texture and maybe modify the mesh on the editor UVW Unwrap to obtain the best result.

32. Below the preview the mapping done until here.

33. Save the work.

Texturing

Now you will apply the textures on the objects, add some maps to the channel bump and specular to have some configurations of the shaders and materials.

1. Carry the reference skull meshe outline to any editor of images. Paint, edit, copy and make whatever is necessary to obtain the result as image below. You can also use some references images to start the texture

2. As the model shows dirty bones, you can add some details as bump maps and shine (Specular and Highlights). Using this texture of the skull apply it in the Difuse channel Map of the Material Editor, try to get a grayscale tons and apply it on the channel Bump Map of the Material Editor (make it as image below)..

I'm using the Shader Blin and the field Specular Hightlights. I use the procedural configuration with a texture to control this field too (Specular highlights). You can use procedural configuration + texture to control de shines on the model, it's a good resource

3. Do the same to the maxillary.

4. You can use the same texture of the skull on the teeth. I recommend a simple cylindrical mapping, but you can practice with UVW Unwrap. Don't forget to remove the channel bump, specular and glossiness.

5. You can make the teeth whiter using the modifier of the Material Editor RGB Tint.

6. For the clothe you can use the repetition texture, in this case it isn't necessary to open the mesh with perfection, because you will use the repetition texture. In case you use a personalized texture you can open the mesh on the UVW Unwrap.

7. You can apply more details on the clothe texture, for example: dirty, blood and etc... Make it as images below.

8. I used the shader Blin and I used a map Fallof in the channel Difuse and on its black channel I used the dark texture (with a repetition tilling 5) and in the white channel I used the same texture, but lighter ton. You can use the same texture to Bump, Specular and Glossiness channels, without the map Fallof though.

9. On the hand, select the parts that won't be chromes because you will apply the shader blin or strauss without texture in the difuse channel. In any case, you must use the material raytrace in the channel Reflection. So in this specific shader you can use a black color on the Channel Difuse (pay attention if you use a Global Illumination you must use the GI's Material)..

10. As image below shows you can use the texture and can use the bump texture too.

11. You can use a texture or whatever is better for the totem.

12. You can see a preview of the model with modifier meshsmooth, iterations 1 on the image below. Save the work.

Details

Last but not least the last details: the brooch and the sharp claws.

1. The brooch is an object started with a plane object, where extrusions and fittings were done until the perfect format, and after splines objects were added to the contour. The materials are the same chrome material used before and the red material semi-transparent with a little reflection, all included in a Material Mult Sub Object.

2. Maybe you can add some adjustments on the hood to position as image below.

3. You can work the claws now, the blades are sharpened so you can use the modifier Meshsmooth, but it cannot have any rounding on certain areas. Isolate one a claw, select the edges as image below (in this case, go to the sub-object's Meshsmooth and activate its edges, and after attribute it the value1 on field "Crease". Make this process to all blades of the hand.

4. Render's Work

5. Save the work. The tutorial is done, and here is the final piece.

Bibliographical Reference

Author: Joh A. Bell - Any of his books are very good
Author: Ted Boardman - Excellent author. He explains very well the content with exercises
Author: Michelle Matossin - Her basic book about 3dsmax4 is really good, very simple to understand
Author: Angie Jones - This book is a very good book about Animation for 3dsmax3 recommended to intermediate and advanced users of the 3dsmaxAuthor: Barret Fox - Great book of animation with 3dsmax 6, you can understand the process of the creation from characters to pos-production movie.
Author: Edson Tanaka - It explains all tools about Adobe Photoshop, very recommendable. (In Language Portuguese).
Author: Fréderic Delavier - It's about anatomical movements at the gym it's very well illustrated
Author: Sobota - There is a series of books about scientific anatomy, very good and very technician

You can also use the internet to search more information.

In this project I used the books mentioned above as my guides and the tutorial "Modeling Joan of Arc de Michel Roger" is also available at www.3dtotal.com to help me this work

Many thanks to 3dtotal for the opportunity of showing my work and to let me creating this tutorial. Thanks to the Henry and Diuale to help me on the translations, thanks to my family, thanks to my girlfriend Andressa for understanding my work and a special thanks to GOD

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