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Making Of 'Bagpiper'

By Oleg Nikolov
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Date Added: 4th April 2013
Software used:
ZBrush

Before starting to paint the textures I unwrapped the model in ZBrush using the UV Master plugin. It's very cool, offering a solution in a few clicks (I remember the old days when the unwrapping process took an entire week and you had to move the vertexes by hand in the UV window, trying to prevent stretchiness in the textures... it was a real nightmare) (Fig.05).

1696_tid_Fig05.jpg
Fig. 05

When the model's unwrap was done, I started to paint the textures in ZBrush using Polypaint. When this was completed I extracted Color, Normal, Cavity and Displacement maps, then flipped them in the Z axis before exporting. In Photoshop I mixed these maps to create different textures for the mental ray skin material, for the overall, epidermal and sub dermal color of the skin (Fig.06).

1696_tid_Fig06.jpg
Fig. 06


I imported the bagpiper and the butterflies into Autodesk Softimage to continue the project. For the bagpiper I used a skin and architectural shader (Fig.07).

1696_tid_Fig07.jpg
Fig.07

The hairs on the model are a mixture between the built-in Softimage hair system and over-painting in Photoshop. Most of the hair properties can easy be controlled via vertex or texture maps, which is very handy. There are also very good tools for modifying and styling the hairs (Fig.08).

1696_tid_Fig08.jpg
Fig. 08





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