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Making Of 'Tundra'

By Daniel Moreno Dнaz

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Date Added: 9th December 2009
Software used:
3ds Max, V-Ray
644_tid_tundra02.jpg
My name is Daniel Moreno Dнaz. I was born in Madrid (Spain) in 1972. I work in Pyrostudios, modelling and texturing characters.

Modelling

I used 3ds max 5.1 as the main tool in this work. I always model with subdivision surface. I normally start the model process in the front view, creating the vertex one by one, putting them forming the edge loops. In the beginning I did a low detail mesh as a base, this allowed me to create the edges (subdivision) that conforms the final detailed mesh. I started the torso with a box, trying to get the right subdivisions to form the basic shape of the body. Then I extruded some polygons from shoulders and pelvis in order to create the arms and legs. I modelled this character in a middle flexed position because I think that you get a better deformed mesh putting it that way.

644_tid_03.jpg
644_tid_viewport02.jpg

644_tid_viewport03.jpg


 
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