Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3
Making Of 'Bronze Bust'

By Fernando Ometto
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(20 Votes)
| 79065 Views
| 5 Comments
| Comments 5
Date Added: 19th March 2013
Software used:
3ds Max, ZBrush

Once the modeling process was finished I created a simple cavity map from ZBrush to use it later on in the shading process. This map could also be used as a mask, for the V-RayBlend, or used as a bump on the base material (Fig.04).

1687_tid_PIC04.jpg
Fig. 04

After that I used Decimation Master and imported the model into 3ds Max for the rendering (Fig.05).

1687_tid_PIC05.jpg
Fig.05


Before I start the lighting process I always like to do a little research on photography sites to get an idea of the feeling that I want in my scene, because bad lighting can ruin a great model. In this case I did a simple lighting setup, with three lights and a white background, because I wanted contrast in the scene - not just a light that showed the model, but a light that created a dramatic look. As you can see in Fig.06, the top light helped me to create some shadows on its face and the eyes, and inside the mouth. The other lights, I used to create the backlight, which helped to highlight the silhouette and create some shining spots.

1687_tid_PIC06.jpg
Fig.06

The next step was to create the shader. It wasn't a complicated shader; my main goal was to reach a good-looking bronze aspect, with green spots and an un-polished look. In this case I used a blend material: the base material was a green opaque shader, and the first layer was the bronze. As I mentioned before, I used the cavity map from ZBrush to separate the shader layers (Fig.07).

1687_tid_PIC07.jpg
Fig.07





< previous page next page >
 
1 | 2 | 3
Related Tutorials

Tutorial

Gallery Image.



Keywords: 3ds Max, Interface, Tutorial, Workflow, Animation

Go to tutorial
rating star fullrating star nonerating star nonerating star nonerating star none (5)
Comments 0 Views 6473

Tutorial

Gallery Image.



Keywords: character, head, bust, zbrush,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star none
Comments 0 Views 10537

Tutorial

Gallery Image.



Keywords: character, head, bust, zbrush,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star none
Comments 0 Views 12371

Tutorial

Gallery Image.



Keywords: character, bust, male,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 5 Views 63610
Readers Comments (Newest on Top)
avatar
(ID: 277905, pid: 0) TVNCL on Thu, 29 May 2014 10:32pm
Very nice but How can were you able to apply the The cavity mask to the decimated model considering the decimated model doesnt have texture coordinates??? how did you unwrap a mesh so dense as that one??? That is very crucial to the conclusion of your tutorial
avatar
(ID: 217525, pid: 0) Ana on Fri, 06 September 2013 9:59pm
Can you please tell me do you have UV s for sculpture?
avatar
(ID: 188768, pid: 0) Hassen Imache on Sun, 24 March 2013 7:53am
Thanks a lot for your tutorial :-)
avatar
(ID: 188196, pid: 0) Narendra Keshkar on Thu, 21 March 2013 11:32am
Awesome Tutorial, will definitely give it a try.
avatar
(ID: 187719, pid: 0) Lourenco Abreu on Tue, 19 March 2013 10:27am
Thanks for the tips, awesome result :-)
Add Your Comment