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Making of 'Don Quixote'

By Fabricio Moraes
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Date Added: 9th December 2009
Software used:
3ds Max, Mudbox
585_tid_fig20.jpg

Getting Started

Don Quixote is a well known character who has been represented by many artists throughout the centuries. One day I saw a statue of Don Quixote and since I've never seen a CG representation of it, I've decided to give it a try. I was inspired by an antique Spanish statue that has very strong lines in its form. I had no concept art or whatsoever, but I used photos and old paintings found in the internet as some reference stuff.

585_tid_fig01.jpg

Modelling

For the modeling part, I used the "poly by poly" technique. It is a well know technique and there are a lot of tutorials of how can you do it, so I will just show wires of the final model. The whole model was built that way.

585_tid_fig02.jpg
With the model almost finished, I created a very simple rig to pose my character. After that, I exported the model to Mudbox in order to add more details like wrinkles and skin folds. I also enhanced the bone structure a little bit. It is good to remember that I UVW Unwrapped all the models in 3ds max before I exported it to Mudbox. That's because the software keeps the mapping information of the original mesh and I will import the high poly back to Max later. It's a lot easier to unwrap a low poly model than the final mesh. When I finished refining it in Mudbox, I imported the high poly mesh back to 3ds max.

585_tid_fig03.jpg
I unwrapped all the parts of the model separately and almost all of them have an unique texture. For the armor I used the same material setup but changing the map.

585_tid_fig04.jpg
Maps used to texture it:

585_tid_fig05=LARGE.jpg


Here are the parameters that I used on the shader of the skin:

585_tid_fig06=LARGE.jpg


And the maps

585_tid_fig07.jpg

Hair

I used 3dsmax native Hair and Fur for the hair. I duplicated the head mesh and deleted some faces in order to isolate a small portion of the skull which would be used as the emitter for the hair. Then I used Vertex Paint to paint out a mask that would tell the software where the thin hair would "grow".

585_tid_fig08.jpg
Not to slow down my render too much, I did the hair in a separate max file and rendered it using the default Scanline renderer. In order to make a perfect match between the Mental Ray rendered body and my Scanline rendered hair for post production, I merged the final head mesh to the hair file and used the Matte/Shadow material. This way the hair strands occluded by the head shape wouldn't be rendered.

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Readers Comments (Newest on Top)
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(ID: 218134, pid: 0) Richard on Tue, 10 September 2013 7:39am
Great tutorial!!! One question about unwrap. You make the unwrap from low poly version. But then you send the low poly to mudbox and subdivide several times. The original unwrap still useful? Or you recreate a new unwrap in mudbox for high poly version? And finally, you paint all in mudbox and extract the maps and composite in photoshop? Thanks
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