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Making of 'Turtle Freedom For Sale'

By David Ferreira
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Date Added: 26th September 2011
Software used:
3ds Max, ZBrush

For the eyes I just did the main eye cavity and then, starting from a box sphere (as I did with the shell), I created the external eyelids and then duplicated that tool to create the internal ones.

The whole model was done following a "waterproof policy" so that it could be printed in 3D. For that, it's extremely important that every tool is done with completely sealed geometry intersecting each other (Fig.07).

1238_tid_Fig07.jpg
Fig. 07

The other elements in the image were done with the use of ShadowBox and the cutting tools in ZBrush. I just created some "For Sale" alphas in Photoshop to project over the wooden surface of the sign (Fig.08).

1238_tid_Fig08.jpg
Fig. 08

Unwrapping

Before I started to detail I did a quick unwrap with UVMaster. It's amazingly fast and with the symmetry and polygroups options, plus the control painting, you can really get some nice results (Fig.09 - 10).

1238_tid_Fig09.jpg
Fig. 09

1238_tid_Fig10.jpg
Fig. 10

Detailing

Detailing the turtle took a lot longer than sculpting it. I used some alphas to create the pattern's variation on the character's skin, but everything had to fit together. This meant I had to manually verify everything and it was quite a complex map. I didn't want to have strange overlapping alphas projected onto the turtle. It just wouldn't work (Fig.11).

1238_tid_Fig11.jpg
Fig. 11


So, if I was going to have to draw the whole thing (mainly the big plates) I made sure I had a texture saved that would allow me to quickly recover that mask from polypaint. You'll see this further down.

For the shell I used a different approach. I found a great photo of a shell from top view with good resolution, which was perfect to texture and why not to sculpt too? So I went into Photoshop and worked on it to create a displacement map which I used as an alpha with the Standard brush in DragRect (Fig.12).

1238_tid_Fig12.jpg
Fig. 12

After that some corrections and further refining were needed. One of the most interesting things about detailing the shell was the way I quickly managed to give it a feeling of combined plates. I did this by masking the single plates individually and inverting the mask, and with a little inflate, move, rotate and scale they just came out and fit to each other.



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(ID: 196633, pid: 0) Stu on Thu, 09 May 2013 11:14am
Hi there, great work, can you get in contact with me please, thanks, S
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(ID: 69856, pid: 0) Milad on Sun, 11 December 2011 2:50pm
i found it,sorry:)
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(ID: 69854, pid: 0) Milad on Sun, 11 December 2011 2:49pm
Hi.I have some questions from the artist who has created the tutorial up there,how can i have his email please?
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(ID: 52559, pid: 0) Mulubrihan on Sat, 01 October 2011 5:50pm
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