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Making Of 'Warrior'

By Jukka Tahtinen
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Date Added: 9th December 2009
Software used:
3ds Max, Maya, V-Ray, ZBrush

Cloth

The cape was created by using the same texturing methods as shown earlier. But with a added alpha map added to it, so that you can create all of the holes and make it look like it was worn and damaged. To help me making the cape hang and fold as cloth, I used the new cloth extension which 3d studio max has and it is really easy to use and very simple. But still powerful. To get it looking like it was hanging from the shoulders of the character, first I had to add cloth to the mesh. Then by selecting the vertexes, and grouping them as preserved, those selected would not be affected by the cloth simulation, and the cape would be hanging from those. By selecting a pre-defined cloth type in the properties dialog, and making minor changes to the parameters, I started getting it looking and behave as cloth. Finally calculating it into place and getting it to fall down and look like a real cape would.

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956_tid_cloth_4_big.jpg
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This has been the overall working process I used to make the warrior, and I hope this step by step making of has been useful and interesting. I also want to thank you for taking your time and reading this.

Thanks

956_tid_warrior.jpg
956_tid_warrior_big.jpg
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Readers Comments (Newest on Top)
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(ID: 172683, pid: 0) Powzar on Thu, 20 December 2012 11:14am
Very well explained. Awesome job. Kudos.
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