Introduction
Hi, my name is A. Martín Puentes Rivera (Max) and I would like to thank Jo and the 3DTotal team for their invitation to me to write a few things about the making of my image Crazy Zombie.
This work is part of a personal project: a character design test in high resolution and rendered in mental ray with 3ds Max.
Modeling & Texturing
I started modeling a simple mesh in 3ds Max (Fig.01). I had a clear concept in my mind for this character, but it was also fun for me to experiment during the modeling process.

Fig. 01
After modeling the initial mesh, I was happy with it and so I went on to use the basic 3ds Max tools to unfold the UVs.
I exported the models as .obj to ZBrush, as Subtools, so that I could add detail and refine all the model parts (Fig.02 – 03).

Fig. 02

Fig. 03
I used these brushes for sculpting: Standard, Clay, Clay Tubes, Pinch, Move and Smooth.
For head, I painted the texture base in ZBrush with Polypaint, and after I exported to Photoshop for retouching (Fig.04). The same process was used for other parts of the character.
I used Decimation Master, to reduce the number of polygons, and after I exported the models as .obj to 3ds Max.

Fig. 04