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Cartoon Critters: How to Stylize and Create Animals - Armadillo

By Jose Alves da Silva
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Date Added: 17th May 2013
Software used:
3ds Max

In order to generate an adaptive skin from the ZSpheres to be sculpted, select the ZSpheres tool. In the Tool menu, under Adaptive Skin, select Make Adaptive Skin. A new tool with the prefix "Skin_" will be created. Choose Append and pick the "Skin_" tool. We will be sculpting this subtool. You can hide or delete the ZSpheres subtool as we won't be using it again (Fig.19).

1719_tid_Fig19_Body1.jpg
Fig.19

To block the form we will mainly be using the Clay brush. Select the Clay brush and under AutoMasking enable BackfaceMask so that when we are working on one side of a thin surface it doesn't affect the other side (Fig.20). Turn on Symmetry (press X) and subdivide the body once (under Tools > Geometry).

1719_tid_Fig20_Body2.jpg
Fig.20


The bottle influences the pose of the armadillo, so it is advisable to keep it visible during some parts of the sculpting. Using the Clay and the Smooth brushes make the snout curvy and flatten the tip (Fig.21). Carve the interior of the ears and also subtract from the outside to make the ears thinner. Carve the line of the mouth and add volume at the lower lip, as if the lip is surrounding the tip of the bottle. You can also adjust the volumes using the Move brush. With the eyes visible, carve the eye socket and add volume to the eyebrows. Bulge the cheeks and sculpt some wrinkles at the neck. Also don't forget to add the nostrils.

1719_tid_Fig21_Body3.jpg
Fig.21

Still using the Clay and Smooth brushes, add some volume to the fingers of the front paw, marking the transition between the finger and the claw (Fig.22). Carve the bottom part of the claw to make it flatter. Use the Move brush to pull up the central part of the claw and make it curve. To add sharp transitions to the claws use the mPolish brush on the top, sides and bottom. With the Clay brush add some folds under the fingers and at the wrist.

1719_tid_Fig22_Body4.jpg
Fig.22





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