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Making Of 'Young Girl''

By Viki Yeo
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, ZBrush
219_tid_main.jpg

Introduction

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 http://www.3d.sk.

Concept

This model is a girl called Petra, from http://www.3d.sk. 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).

219_tid_1.jpg
Fig. 01

Modelling

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

219_tid_2.jpg
Fig. 02

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

219_tid_3.jpg
Fig. 03

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

219_tid_4.jpg
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).

219_tid_5.jpg
Fig. 05

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

219_tid_6.jpg
Fig. 06

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

219_tid_7.jpg
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).

219_tid_8.jpg
Fig. 08

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

219_tid_9.jpg
Fig. 09

 
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