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Making Of 'Brothers In Blood II'

By Damir G Martin
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Date Added: 8th June 2012
Software used:
3ds Max, ZBrush

Just click on the object, in this case the dinosaur's head, and start connecting the dots. You should see orange lines that make the object's wire frame, just like in the image (Fig.08).

1545_tid_fig08.jpg
Fig.08

In the process of retopologizing your mesh you should go into Preview mode every now and then to check the mesh for consistency and make sure everything is OK. You do that by pressing the Preview button under the Adaptive Skin palette that is located a couple of options above Topology, or you can simply press A on the keyboard. In Preview mode your mesh should look something like this (Fig.09).

1545_tid_fig09.jpg
Fig.09

As soon as you complete the entire object and you are happy with the result, the mesh should be turned into a polymesh by clicking the Make Polymesh3D button positioned at the top of the Tool menu (Fig.10). Now you are ready to either project details from the messy old mesh, or, if you don't have any details, start detailing the clean mesh.

1545_tid_fig10.jpg
Fig.10


For detailing this dinosaur I used a couple of custom-made alpha brushes that I created specifically for this occasion, which can be downloaded here. The method I used to create the custom alphas is nothing special really. I selected a Plane3D object from the Tool palette, under the main Tool menu (Fig.11). I turned it into a Polymesh3D and subdivided about six or seven times to extract the alpha brush as smoothly as possible.

1545_tid_fig11.jpg
Fig.11





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Readers Comments (Newest on Top)
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(ID: 288867, pid: 0) Reggieking on Thu, 24 July 2014 3:29pm
Hey man am trying to follow your footsteps How do you texture your models? is it z brush poly-painting or Photoshop? pleas help!!!
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(ID: 132677, pid: 0) Damir on Thu, 12 July 2012 10:15pm
Thanks guys!! JP making of videos were big part of who I am today as a creator.
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(ID: 130612, pid: 0) OM on Thu, 05 July 2012 12:03pm
Man seriously the technique you used to make that foot prints was fabulous and I was really feeling like I was watching the tutorial of the people who worked for "Jurassic Park" movie I mean that foot print technique I loved it, GREAT WORK \m/
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(ID: 128887, pid: 0) Lou Mareno on Wed, 27 June 2012 7:40pm
Fantastic Work thank you so very much for taking the time to post this tutorial for us rookies 10 stars!
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(ID: 123873, pid: 0) Joshpurple on Sat, 09 June 2012 5:11pm
Outstanding work! And Thank you for so many excellent tips, pointers, -the description of 'How To,' = excellent!
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(ID: 123682, pid: 0) Davide on Fri, 08 June 2012 8:14pm
i learn that fast skin shader material for mental ray cannot render normal maps, if I put the normal map into the bump slot, it render the normal map as a gray scale, not as a normal map.
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