Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4
Making Of 'Talos'

By Emanuel Da Silva Luz
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(26 Votes)
| 202914 Views
| 9 Comments
| Comments 9
Date Added: 20th June 2011
Software used:
3ds Max, Photoshop, Mudbox, ZBrush

Posing

I used ZBrush's Transpose Master to experiment with posing and find a suitable pose, which was definitely faster than rigging him from scratch. Always a good choice when you have a tight deadline and only need to make an illustration.

Compositing

I used 3ds Max render elements to break up the render into different passes that I could then assemble inside of Photoshop. Diffuse, Specular , Reflection, ZDepth, Lighting, Shadow and Ambient Occlusion passes were all used in combination so that I could have total control over the look and feel of the final product from color correction to sharpening to depth of field. I also masked with different colors so that I could isolate specific areas on the character and have clean and quick selections. For the little bloom effect that's on his armor and weapon all I needed to do was grab the Reflection pass, go to Filter > Gaussian Blur set it to 8, go to Image > Adjustement > Brightness and Contrast and bump up both settings to 90 and 50 and then finally set the layer to Screen so it brightens up and lower the opacity to the amount that you want it to bloom at (Fig.15).

54_tid_fig15.jpg
Fig. 15

You can do the same thing for self-illumination and you'll have some cool looking bloom on your lights. For the background it was nothing too fancy. I just layered a bunch of textures and lit it with some radial gradients (Fig.16).

54_tid_fig16.jpg
Fig. 16


Conclusion

I always encourage people, especially beginners, to learn several techniques that do the same result so that later on you can choose the ones that make you the most comfortable and can become a 3D creation machine and have fun with it. This was a cool competition and I learned a lot, especially from forums such as 3DTotal and the many cool artists that gave me critiques.Special thanks to my mom and my girlfriend for supporting me in my long quest to achieve my dream (Fig.17)!

54_tid_fig17.jpg
Fig. 17



< previous page

 
1 | 2 | 3 | 4
Related Tutorials

Tutorial

Gallery Image.



Keywords: 3ds Max, Interface, Tutorial, Workflow, MassFx, Simulation

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (4)
Comments 4 Views 12834

Tutorial

Gallery Image.



Keywords: Motion capture, 3ds Max, Object tracking

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 1 Views 8806

Tutorial

Gallery Image.



Keywords: character, female, armored, drawing, painting,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 9624

Tutorial

Gallery Image.



Keywords: character, warrior, creature,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 0 Views 35714
Readers Comments (Newest on Top)
avatar
(ID: 280741, pid: 0) DreadKing on Thu, 12 June 2014 1:11pm
looks good
avatar
(ID: 186291, pid: 0) Stephane Morpheus on Tue, 12 March 2013 3:46pm
fr: trop nice Elmoooo... continue ton superbe travail. j'espere que tout va bien pour toi aussi. en: Eloooo nice too ... keep up the great work. I hope everything goes well for you too.
avatar
(ID: 153095, pid: 0) Elmo on Sat, 29 September 2012 12:42pm
@araxy You can make the uv's any time you want before making the uvs you just throw the low poly version of each subtool in 3dsmax and unwrap it there and re import it in zbrush and it will take the uv;s you can then take your ao,cavity etc out and multiply them on top of your diffuse map in photoshop Dont remember ,but i think i didnt use xornaml for ao, i think i used zbrush ,,but whatever if u wanted to u could bake the ao in xnormal all you had to do is to put ur model after u uwnrap it in xnormal hope it helps man and glad u found it usefull my friend
avatar
(ID: 144827, pid: 0) Araxy on Thu, 30 August 2012 6:50pm
wow!! this is very usefull! actually, this days i have been thinking of making a character just like this way, but i get confused about the workflow, so in a few words: If i have a model made in zbrush, i have to move it into 3d max and make the retopo for all the subtools? Then make the uvs, the AO pass to create the texture and normals, right? If you have the high ress model from zbrush with no uvs, how did u get the AO and Normal maps from xnormal for your model in 3d max?
avatar
(ID: 46193, pid: 0) Elmo on Wed, 13 July 2011 9:49am
@justb make yourself a scratch brush or download it from the net and set it to white and overlay and chip away when u put it in the bump u have to flip the color to black to get it to make indention
avatar
(ID: 46050, pid: 0) Justb on Mon, 11 July 2011 4:43am
Could you tell me how you did the scratches on the armor? Was that in photoshop? Did you use a specific brush? W
avatar
(ID: 46049, pid: 0) Justb on Mon, 11 July 2011 4:31am
One of my favorite pics on Game Artisan. I'm really glad you made tutorial. Thanks. W
avatar
(ID: 44720, pid: 0) Nufftalon on Tue, 21 June 2011 11:35pm
Elmo is very talented and produces some amazing work he has a drive that only gets stronger. It is truly a pleasure to be able to see Elmo's workflow and I can't wait for more future tutorials from him.
avatar
(ID: 44679, pid: 0) Torch on Tue, 21 June 2011 2:59pm
I've been following Emanuel's work for a while, this is a great tutorial! 5 stars!
Add Your Comment