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Making Of 'Poker Master'

By David Moratilla Amago
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(26 Votes)
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| 5 Comments
| Comments 5
Date Added: 17th February 2011
Software used:
Photoshop, Maya, ZBrush
872_tid_image_18_poker_master_final_render.jpg

Introduction

In this 'making of' article I will try to explain the techniques that I used to create this image. I will focus mainly upon the creation of the character. I wanted to learn "new generation" tools, like ZBrush, and this project gave me the opportunity for exactly this.

Modeling

I made a basic model in Maya, taking care to ensure that all of the polygons were 4-sided (Fig.01), and then exported to ZBrush.

872_tid_image_01_base_mesh.jpg
Fig. 01

I could have generated the UVs here; this would have been a good moment for projection mapping. But I decided that I would use UVLayout later. With this software the "pose" of the geometry doesn't matter, and so I decided to wait for more detailed meshes from ZBrush.

I imported the OBJs into a ZBrush file using SubTools. I created some reference objects, like the table and cigar, and then posed the character using Transpose Master (Fig.02). Using the Standard and Move brushes, I began the process of adding detail and the refinement of the meshes. I continued this until I had something similar to the geometry that I wanted, still with a low number of polygons (Fig.03).

872_tid_image_02_transposing_model.jpg
Fig. 02


872_tid_image_03_characters_sitting_pose.jpg
Fig. 03

I deleted the polygons that were not going to be visible, like the torso and the interior of the shirt. I then had 3 different meshes: head, arms and shirt. I exported these meshes to OBJ format to create the UVs with UVLayout. In UV layout, I made some UVs shells for better distribution and less distortion of the UVs. I tried to place the seams away from the view (Fig.04).

872_tid_image_04_chracter_uv_maps.jpg
Fig. 04

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Readers Comments (Newest on Top)
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(ID: 144491, pid: 0) Needse on Wed, 29 August 2012 1:21pm
really kool tut very informative great job thanks
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(ID: 63696, pid: 0) Liang Wang on Sun, 20 November 2011 3:13pm
How do you make detail on the neck,such as crease.just through the alphas?what is the meaning of the "masking by intensity ", who can help me.
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(ID: 37664, pid: 0) Koooorl on Fri, 11 March 2011 12:03pm
Wau very nice and professional pipeline and great result !!! Congrats!
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(ID: 36141, pid: 0) Comeinandburn on Fri, 18 February 2011 9:58pm
this is an outstanding workflow making of, thanks I learned a lot. I really like how you used photo sources for the brush alphas, it really looks awesome. great result!
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(ID: 36047, pid: 0) Andre Ferwerda on Thu, 17 February 2011 10:50am
Thank you for sharing this. Some really nice tips in here that I can use.
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