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Hi everybody! My name is Viki Yeo. I'm from Korea and I'm a character artist for games. Today I am going to show you how I created my image "Young Girl". For this piece, I used 3ds Max2008, Zbrush, Mentalray, Photoshop CS2 and reference images by


This model is a girl called Petra, from When I saw her, I got the impression that she was a sad girl and so I decided to create a sad girl (Fig.01).

Fig. 01


I created a base mesh in 3ds Max. I began making the base mesh, just doing the minimum required (Fig.02).

Fig. 02

After that I imported the base mesh into ZBrush and then sculptured some details on (Fig.03).

Fig. 03

I then created a displacement map and saved it as a 16 bit grayscale TIFF file in ZBrush (Fig.04).

Fig. 04

Next I brought the mesh and displacement map back in 3ds Max again. When applying a displacement map, do not forget to check "Use Existing Mapping", switch on Luminance Center and increase the Strength value (Fig.05).

Fig. 05

I added the Shell and TurboSmooth modifiers to the sweater (Fig.06).

Fig. 06

The eye ball consisted of two parts (Fig.07).

Fig. 07

Modeling Tip: If you turn on Preserve UVs, you can perform minor editing tasks without changing the mapping.

Next I moved vertices with Preserve UVs off (left) and moved vertices with Preserve UVs on (right) (Fig.08).

Fig. 08

I then set the camera and modelled the face in more detail (Fig.09).

Fig. 09

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Readers Comments (Newest on Top)
(ID: 156848, pid: 0) Dylan on Fri, 19 October 2012 1:34am
This is probably the best realistic face modeling/texturing I have ever seen. My main question is, how do you know what colour to do the epidermal layer, I can see greens and blues in there which I would never consider using. It obviously works, but what tips you off that it needs those colours?
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