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Making Of 'Annie'

By Florian Falcucci
| Your Rating:
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(19 Votes)
| 75719 Views
| 3 Comments
| Comments 3
Date Added: 6th September 2010
Software used:
3ds Max, Maya, ZBrush

Posing / ZBrushing

Okay so at this point I had a good base for the character. Before moving on to posing, I unwrapped the UVs (Fig.04). The body/face was separate from the other elements, the same as the accessories. As I wasn't going to use the final image for animation, I decided to separate the parts to have the best quality rendering possible.

235_tid_image_04_head_map.jpg
Fig. 04

For the posing I used a script in Maya: AbAutorig. It's very easy to use and the posing is done in one afternoon, with a classic skinning. I broke the setup when the posing was definitive and I refined small parts of the model (Fig.05).

235_tid_image_05_model.jpg
Fig. 05



This character gave me the opportunity to discover ZBrush. I wanted to add more details to the pants and jacket, and ZBrush was the best solution to get the little creases. I didn't want a realistic effect, but just enough to give more consistency. I exported the ZBrushing in a .TIFF file, for use as a displacement map. The maps were 4096 resolution and I exported the low poly mesh from ZBrush to get a mesh more suitable for displacement. The modifier Displace from Max worked perfectly for this job (Fig.06).

235_tid_image_06_model_pose.jpg
Fig. 06

Texturing

Now I had the principal elements, I began texturing. Because the character wasn't going to be used in an animation, I was able to use big, multiple textures and get some great details. I separated the body (Fig.07), the pants (Fig.08), the jacket (Fig.09), the glasses and the other elements like buttons, pockets and the belt. I baked the parts of my character with the Render to Texture option. It is very useful for providing details in the textures. For this I baked an Occlusion, which I then added to my .PSD files. This gives the indications of shadows and the distance between elements.

235_tid_image_07_uvmap_painted.jpg
Fig. 07



 
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Readers Comments (Newest on Top)
avatar
(ID: 113736, pid: 0) MimingApe on Thu, 03 May 2012 1:43pm
Really nice. This is one of the projects I want to work next, I want to make a character like this. I use Blender 3D for the most part and have made some already, but would like to go into many details like you did here. Thank you for the Tutorial.
avatar
(ID: 28668, pid: 0) Vrayx on Sat, 04 December 2010 6:01pm
Hey I have a question. is there anyway I can learn more about baking materials?
avatar
(ID: 27266, pid: 0) Fauzi on Sun, 14 November 2010 10:54am
Hi, i'have question about 3ds max. How to create expression face without modifier morpher but with material morpher. I have view references pictures, you can see in this link: (http://www.btinternet.com/~chunglist2/Images/Portfolio-Additional-Pics/Pleinair-beauty-render.jpg) if you have many tutorial about that, can you share to me,cause i want learn with this concept about create 3d character with 2d face. thank's before
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