Keep up-to-date with Free tutorials!!

 

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

 

- 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
Making Of 'Snapshot of a Zombie'

By Jelle Van de Weghe
| Your Rating:
rating star nonerating star nonerating star nonerating star nonerating star none
(0 Votes)
| 25786 Views
| 0 Comments
| Comments 0
Date Added: 16th November 2009
Software used:
Maya, MODO, ZBrush

Texturing

Before going back to ZBrush, I had to make UVs in order to texture my head later on. I did a simple unwrap in modo. With this new clean mesh I went back to ZBrush to project all the details of my original design onto my new mesh. You can simply do this by clicking the magical "Project All" button. All you need to do is select your original mesh, have your new mesh as a subtool of it, subdivide this subtool until you have approximately an equal amount of polygons as your original mesh. You are now ready to click the "Project All" button!

Once I had most of the details of my original design on my new mesh with UVs, I could start thinking about texturing. I really wanted to achieve a pale look, so I knew it was gonna be quite a challenge to get the skinshader right. For the colormap, I started painting from a high-res image that I'd downloaded from 3D.sk (which I really recommend if you are serious about character modeling and texturing).

Rendering

Since I was using Maya's SSS fast skin, there was also need for a subdermal or epidermal map to create subsurface scattering. The subdermal layer is the middle layer and simulates the red glowy effect. To create a subdermal color map you need to saturate your diffuse map and give it an extra reddish tint. The epidermal layer is the top layer of our skin, so this needs to much more desaturated (Fig.04).

86_tid_Fig04.jpg
Fig. 04

With all my texture maps sort of finished, I started tweaking the sss skin shader to get the look I had in mind (Fig.05). After a lot of trial and error, I got something I could live with (Fig.06).

86_tid_Fig05.jpg
Fig. 05


86_tid_Fig.06.jpg
Fig: 06

Conclusion

I hope this overview made some sense. Forgive me for not digging deeper in every aspect, but I wanted to give more of an overview of my workflow, which works very well for me. Finding a workflow that suits you can take while, but is very important. I am now working on some full body characters with this same workflow and it's going pretty smooth. For some more work please visit http://delavega.cgsociety.org/gallery/ or you can always contact me on

Thank you for your time, and thanks to 3DTotal for the support!
Cheers

 



< previous page

 
1 | 2
Related Tutorials

Tutorial

Gallery Image.



Keywords: zombie, female, woman,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (2)
Comments 0 Views 36254

Tutorial

Gallery Image.



Keywords: character, texturing, head,

Go to galleries 1
rating star fullrating star fullrating star fullrating star halfrating star none
Comments 1 Views 21773

Tutorial

Gallery Image.



Keywords: character, head, bust, zbrush,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star none
Comments 0 Views 11462

Tutorial

Gallery Image.



Keywords: traditional, toad, clay, sculpture,

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 3 Views 31744
Readers Comments (Newest on Top)
avatar
(ID: 90191, pid: 0) 3d Animation on Fri, 02 March 2012 9:57am
Great Job. I really appreciate your work. Thanks for share. Keep it up
Add Your Comment