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 'Future Worker (low-poly)'

By Gerard Muntés
| Your Rating:
rating star nonerating star nonerating star nonerating star nonerating star none
(0 Votes)
| 54589 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, ZBrush

Then I added eyebrows (hmif018), lips (hmif021) from miscellaneous facial human maps from the and a scratch to give him personality :P(V4).

844_tid_face1.jpg
Afterwards I added some other human maps to simulate wrinkles in the forehead, around the eyes and next to the lips. I also added a beard with a grey hue area and some transparent dots made with the brush tool using a multiple dot brush type.

844_tid_face2.jpg
Next two steps should be better done when high poly model is created so you can skip then and come back after.
For the outlines of the face I first added a layer with hard mix as blending mode over the hsky015 layer containing the baked light of the model with a three light illumination set up.

844_tid_face3.jpg
Then the last step was creating another hsky015 layer forehead with luminosity as blending mode and 65 % of opacity and use the burn and dodge tools to simulate the light and dark areas of the face. This process should be done while looking at some reference photos in order to know where those light and dark areas are. If you don't need them, then you're a master :)

844_tid_face4.jpg
For the neck I used the same skin base then and put the hole wounds and a tattoo (multiply, 65% and dark green color).

Creating the head pieces

All head pieces are a mixture of several textures within total textures sci-fi V7. All texture layers are used playing with layer blending modes and opacity.
For example, for the brain area, where it has a grey metal texture I created three layers and added a border lighten part.

844_tid_list2.jpg
You can see here the final color texture.

844_tid_final_color.jpg
For finishing the overall texture I added some image adjustments such as Hue/saturation, it's always a good advice to play with them after the texture is finished which can lead to nicer results


High Resolution Model Creation

Exporting and importing process:


Select the mesh and export with max OBJ exporter with these settings:

844_tid_objexporter.jpg
You can export only the original (not mirrored) parts of the mesh or mirror them and export the whole mesh. I recommend the second one, and then play as much as you can with the symmetry options within zbrush. That way, you won't have seams when creating the normal and bake textures from the high resolution model. If you don't do it, then you'll have to touch up much more the seams during the texture creation process.

It is important to use several digits, if not texture coordinates won't export properly.
Inside Zbrush, import the mesh (Tool->Import) and apply the texture already created (Texture->Import), the same texture you used for Max model.
If the texture is not well applied to the model, flip it vertically (Texture->Flip).
Now you're ready to work with the model in Zbrush seeing the texture applied in order to see where you wrinkles, for example, should be.





< previous page next page >

 
1 | 2 | 3 | 4
Related Tutorials

Tutorial

Gallery Image.



Keywords: Bane, ZBrush, Character, Maya, MARI, Photoshop, UVLayout, V-Ray

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (3)
Comments 1 Views 10137

Tutorial

Gallery Image.



Keywords: head, modeling, texturing,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 0 Views 32684

Tutorial

Gallery Image.



Keywords: character, trooper, head, helmet,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 3 Views 130722

Tutorial

Gallery Image.



Keywords: 3ds Max, Interface, Tutorial, Workflow, Particle Flow

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star full
Comments 0 Views 6267
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment