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How to Stylize and Model 'Toon Humans - Chapter 1: Concept and Modeling

By Jose Alves da Silva
Web: Open Site
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Date Added: 18th January 2013
Software used:
3ds Max, ZBrush

Boots 6

To create the other boot we are going to use another ZBrush plugin that can be downloaded from Pixologic - the Subtool Master.

- Select the boot Subtool.
- From the Zplugin menu choose Subtool Master.
- From the Subtool Master pallet choose Mirror.
- Enable Append as a new Subtool and press OK. This will take a while.
- Select the mirrored boot and position it according to the pose (Fig.30).

1652_tid_Fig30_Boots6.jpg
Fig.30

Trousers 1

If you examine photos of baggy jeans, you will notice that they are full of geometric shapes where the cloth is compressed, especially in triangular and rhombus shapes (Fig.31).

1652_tid_Fig31_Trousers1.jpg
Fig.31


In the image I demonstrate the technique used to create the folds:

- Select the trousers Subtool.
- Increase the subdivisions to 7.
- Select the ClayTubes brush.
- Create the limits of the geometric shapes with the clay tubes.
- Use the same brush to fill the cavities inside the borders you have sculpted, creating ramped surfaces to define the planes.
- Choose the mPolish brush and the Smooth brush to polish the rough surface.

Trousers 2

In the image you can see how the sculpting of the trousers evolved (Fig.32). I've gone with a chiseled look so some of the folds are really sharp and exaggerated.

1652_tid_Fig32_Trousers2.jpg
Fig.32

You can also notice that the character's pose and proportions have been refined; for that I have used the Move brush.

Trousers 3

I used the Stitch1 brush with several alphas for the jean stitches. In Fig.33 you can see the three alphas that were used: one stitch, two stitches, two stitches and a fold.

1652_tid_Fig33_Trousers3.jpg
Fig.33

Conclusion

In Fig.34 you can see the character from different angles. This concludes the first chapter. In the following chapter we will deal with the UVs, textures and modeling of the belt in 3ds Max, and in the last chapter we will create the materials and lighting. See you in the next chapter!

1652_tid_Fig34_Conclusion.jpg
Fig.34



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Readers Comments (Newest on Top)
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(ID: 183965, pid: 0) Johnny on Wed, 27 February 2013 8:44pm
Hi, I love this tutorial and i'm learning so much, however, im worried, when i click "unified skin" parts of my mesh (knees, wrists, neck etc..) all vanish, the smooth, resolution and polish settings are all the same as in the screen shot. Please help :-( and a big thankyou to Mr de silva for the tutorial.
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(ID: 177050, pid: 0) Thijs on Fri, 18 January 2013 12:06pm
Wow! This is really interesting, can't wait to get to work with ZBrush again, and understand more about what I'm actually doing/trying to do. :)
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