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Making Of 'Annie'

By Florian Falcucci
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| 5 Comments
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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)
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(ID: 206520, pid: 0) Rachid on Wed, 10 July 2013 9:42pm
hello how to create base , base baking , colr corection ..etc Please
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(ID: 203452, pid: 0) Jak on Fri, 21 June 2013 3:17am
Hi Do you have a site (show)? Thanks
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(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.
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(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?
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(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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