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 'Sabretooth'

By Adam Sacco
Web: Open Site
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(18 Votes)
| 91570 Views
| 0 Comments
| Comments 0
Date Added: 19th September 2013
Software used:
3ds Max, ZBrush
1784_tid_figure_10.jpg

Introduction

Sabretooth was my favorite villain from X-Men and on my list of characters I always wanted to make. The first thing I did was to collect as many references as I had time to and find a look I wanted to use. I plan to use this model in a Sabretooth vs. Wolverine scene when I get the time.

Modeling

I always model in a T-pose to utilize the symmetry and so my models can be easily rigged. Modeling was started with a base mesh I already had from an older project. Before moving into ZBrush, I scaled my model to a realistic size in 3ds Max (Customize > Units Setup). If the scale isn't set to a real size, you will have problems with your SSS shader and other rendering settings.

I used ZBrush for sculpting the anatomy silhouette, using the Move and Move Topology brushes for the first few subdivisions. The muscles and leather folds/details were sculpted in the higher subdivisions, using the Clay Buildup, Dam Standard, Flatten and Move brushes. The Flatten brush was used in place of the Smooth brush to even out the surface. I find the Flatten brush gives more control and maintains more sculpted details.

TopoGun was used for retopology and then cleaned up in 3ds Max. I used the muscles as a guide for the edge flow on the body, so the mesh would deform correctly when the limbs were moving. Also this allowed the base mesh to capture more of the silhouette and form, resulting in less displacement (Fig.01).

1784_tid_figure_1.jpg
Fig. 01



next page >

 
1 | 2 | 3
Related Tutorials

Tutorial

Gallery Image.



Keywords: MODO, AMD, Character, Male, Tutorial

Go to tutorial
rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 1497

Tutorial

Gallery Image.



Keywords: ZBrush, Cartoon, Character, Maya, Female

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 1 Views 6743

Tutorial

Gallery Image.



Keywords: Making of, 3ds Max, Scene, Character

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 2 Views 6580

Tutorial

Gallery Image.



Keywords: ZBrush, Character, Sculpting,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 8428
Readers Comments (Newest on Top)
avatar
(ID: 277011, pid: 0) Mehrdad` on Sat, 24 May 2014 8:30am
hello bro i want render id channel and rendered just may eyebrow model but i cant find in hair farm . please help thanx
Add Your Comment