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Making Of 'Crazy Zombie'

By A. Martín Puentes Rivera (Max)
Web: Open Site
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Date Added: 22nd July 2010
Software used:
3ds Max, Photoshop, ZBrush
193_tid_image_08_crazyzombie_final.jpg

Introduction

Hi, my name is A. Martín Puentes Rivera (Max) and I would like to thank Jo and the 3DTotal team for their invitation to me to write a few things about the making of my image Crazy Zombie.

This work is part of a personal project: a character design test in high resolution and rendered in mental ray with 3ds Max.

Modeling & Texturing

I started modeling a simple mesh in 3ds Max (Fig.01). I had a clear concept in my mind for this character, but it was also fun for me to experiment during the modeling process.

193_tid_image_01_head_modeling.jpg
Fig. 01

After modeling the initial mesh, I was happy with it and so I went on to use the basic 3ds Max tools to unfold the UVs.

I exported the models as .obj to ZBrush, as Subtools, so that I could add detail and refine all the model parts (Fig.02 – 03).

193_tid_image_02_zbrush_sculpting.jpg
Fig. 02


193_tid_image_03_sculpting.jpg
Fig. 03

I used these brushes for sculpting: Standard, Clay, Clay Tubes, Pinch, Move and Smooth.

For head, I painted the texture base in ZBrush with Polypaint, and after I exported to Photoshop for retouching (Fig.04). The same process was used for other parts of the character.

I used Decimation Master, to reduce the number of polygons, and after I exported the models as .obj to 3ds Max.

193_tid_image_04_texture_head_zombie.jpg
Fig. 04



 
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