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Making of 'Private Goofy'

By Jaime Otegui
| Your Rating:
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(12 Votes)
| Comments 9
Date Added: 18th July 2011
Software used:
3ds Max, Photoshop


I always start characters with the head, because it's the main and the most difficult part of the model. By doing this you can check with your boss or your client if the model is going in the right direction.

I usually use standard poly modeling. In almost every case, I start with a box (or a basic primitive like a cylinder, sphere, etc.). You should move it to X: 0, Y: 0, Z: 0; doing this you can eliminate half of the box, knowing you won't have weld issues when applying the symmetry and turbo smooth modifiers.

In the case of Goofy I tried a different approach, I did a spline on the side view with the few vertexes possible, then I applied a extrude modifier. Then I was able to convert the spline to an editable poly and started tweaking and extruding my edges to get the final shape (Fig.04).

Fig. 04

The clothes were done in the traditional way. In the case of the jacket I did just the outside part of it, then I applied a shell modifier to do the inner part. Keeping this modifier alive is a good idea, especially if you're going to "skin" your character (Fig.05 - 06).

Fig. 05

Fig. 06


I like to set up the basic colors of the scene before texturing. This way you know the mood of your scene before doing the hard job in Photoshop. So I created a color palette for my model and checked it over before applying these flats colors to my model. There are several applications that make color palettes starting with a color of your choice (check out Adobe Kuler for instance). When doing this, I would advise that you have a medium grey background on your renderer.

I used Photoshop for the textures and I did diffuse, bump and specular maps for all the objects in the scene.

I wanted to use mental ray for this render - it's great to have it in Max - so I used mainly the Arch & Design materials. These materials are maybe too heavy to render a complex animation, but they work fine for a single render.

Here you have two examples of the textures and the materials used in the scene (Fig.07 - 08).

Fig. 07

Fig. 08

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Readers Comments (Newest on Top)
(ID: 132003, pid: 0) Aaron on Tue, 10 July 2012 4:10pm
Hello firend. I am modeling another character, but the face is kind the same as Goofy. I did the jaw, but for the head, did you wield it together or is it another geometry? Because everything looks so sharp. Oh and did you use turbosmoort or edge loops to create everything :)
(ID: 29721, pid: 0) Ravi on Tue, 14 December 2010 12:09pm
hi jaime i m new in 3ds max so i havent know much more about character modeling but its really good work .................congrets...
(ID: 14760, pid: 0) Saif on Wed, 14 July 2010 5:23pm
i would like 2 model dat animation step by stp
(ID: 10873, pid: 0) Stalin on Fri, 21 May 2010 12:23am
Hola Jaimote, felicidades por el trabajo, tengo una pregunta, regularmente que tiempo tardas en hacer un modelo asi??? cuantas horas inviertes en esto??? Felicidades de nuevo. Google translator: Jaimote Hello, congratulations on the job, I have a question regularly longer it takes to make a model like this?? how many hours you invest in this?? Congratulations again.
(ID: 10872, pid: 0) Jaimote on Thu, 20 May 2010 6:41pm
Thanks for your kind comments!!!
(ID: 10870, pid: 0) Trololo on Thu, 20 May 2010 2:51am
I love the textures!
(ID: 10869, pid: 0) Emanoel Castro - @emanoelcastro on Wed, 19 May 2010 1:31pm
Very nice Jaime! Good references and a wonderfull work!
(ID: 10866, pid: 0) Guillaume on Tue, 18 May 2010 3:36pm
I'm not as talented as you're but I tried to model the same disney character :
Munkybutt's Avatar
(ID: 50615, pid: 791075) Chunkymunky (Forums) on Mon, 17 May 2010 3:18pm
I loved this when I first saw in on the forums, it's already so cool to see 2D cartoons turned 3D, but only when they are done well....and this one certainly is! Great breakdown steps of creating Goofy, real nice :)
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