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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 2

- Select the boot object.
- In the File menu choose Export Selected.
- Choose OBJ format.
- Name it and click Save.
- In the OBJ Export Options menu change the Preset to ZBrush.
- Click Export.
- In ZBrush, go to the Preferences menu and enable the Import Mat as Groups in the Import Export submenu. This way the polygroups will be generated from the imported materials.
- Select the feet Subtool of the character (Fig.26).
- From the Tool menu chose Import and choose the boot OBJ file.

1652_tid_Fig26_Boots2.jpg
Fig.26

The boot is now imported, replacing the previous feet model.

Boots 3

- Position and Scale the boot of the left foot (Fig.27).
- Press Shift + F to see the Polyframe.
- Isolate each of the boot's parts by pressing Ctrl + Click on each polygroup.
- As you isolate each part, in the Tool menu, under Geometry, press the Crease button. This will prevent the borders of this part from being smoothed when subdivided.

1652_tid_Fig27_Boots3.jpg
Fig.27


Boots 4

- Also crease the polygons at the tip of the boot, as well as the polygon at the tip of the sole if you wish to create the typical tip of a Texan boot (Fig.28).
- Subdivide the Geometry up to 6.
- Use the Clay brush to add the wrinkles. Use the mPolish brush to flatten the wrinkles.
- If necessary, move the top of the boot to follow the lower leg and avoid intersecting the trousers.

1652_tid_Fig28_Boots4.jpg
Fig.28

Boots 5

To create the leather drawings on the boot we will use the Layer brush. The Layer brush has a nice feature: if you store a Morph target on the object before starting to use the Layer brush, the strokes will keep the same distance from the original surface even if you interrupt the stroke.

- Select the boot Subtool.
- In the Tool menu, under Morph Target, press StoreMT.
- Select the Layer brush and reduce the Z Intensity to 3.
- Paint on the surface to create the drawings.
- As we have stored the Morph Target, we can use the Morph brush to go back to the original surface. So use the Layer brush to create the drawings and the Morph brush to erase them (Fig.29).
- To create the stitches, I have selected the Stitch1 brush and changed the original alpha to one with simple stitches (check Fig.29) and painted them.

1652_tid_Fig29_Boots5.jpg
Fig.29





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Readers Comments (Newest on Top)
avatar
(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.
avatar
(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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