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Making Of 'Neturu'

By Amanda Jessup
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Date Added: 20th August 2012
Software used:
Photoshop, Maya, ZBrush

Once the preliminary sculpts were completed, I retopologized them in ZBrush using ZSphere > Edit Topology. After this was done, I brought the models into Maya to create UV maps and into Photoshop for texture painting. It was important that the textures for these models got done immediately as I would use their modified gray scales to create alphas – a jumping off point for the higher res sculpts (Fig.06).

1574_tid_fig06.jpg
Fig. 06


In ZBrush, I imported the UV'd models in tandem with dialing up their subdivisions. Subsequently, I brought in the flipped grayscale maps, masked by alphas, and then used the Inflate Geometry slider to displace the surface for each one. Using the Dam Standard, Clay Tubes and Rake tools, as well a projection painting, I went in to shore up any glaring texture seams along with gradually building up the bark texture (Fig.07).

1574_tid_fig07.jpg
Fig. 07



 
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Readers Comments (Newest on Top)
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(ID: 161767, pid: 0) Peter Ferreira on Tue, 13 November 2012 1:50am
I've been studying tutorials in the cg area for a couple of years now. In this years i never saw an tutorial so complete and so well made. Explaining your thought process since the very begining, hence " I like trees" :) Congratulations Amanda you're truly a very complete artist and an inspiration for all of your coworkers. Ps: Do you have a blog or site that show you're works? Congratz.
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