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Making Of 'Brutus'

By Martin Carlsson
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Date Added: 8th April 2013
Software used:
3ds Max, ZBrush
1698_tid_fig20.jpg
In this Making Of, Martin Carlsson tells us how he went about creating the perfect lighting setup for his sculpt, using ZBrush and 3ds Max.



Introduction

In this Making Of I'll talk about the technical steps taken to create Brutus. I will focus on the rendering part, since the goal of the project was to create a lighting setup that I could reuse for showcasing any sculpt or high resolution model.

The sculptures were done at different times during the past few months, mostly for fun and relaxation. Firstly, I'm just going to give a brief overview of the ZBrush part.

Sculpting

When sculpting sketches I usually start out with a very basic mesh (Fig.01). If it's just a sketch, then it doesn't matter that much how the wireframe looks, as long as the geometry is fairly even.

1698_tid_fig1.jpg
Fig.01



The one I used for Brutus isn't the greatest example of how it should be built though, since it has extra loops for the mouth and ears, but not the eyes and nose. I can't remember why I chose to make it like this, but I'm guessing I got a bit eager to start sculpting.

The sculpting process was straight forward: I roughed in the big shapes first with the Move, Standard and Clay brushes. When I had something resembling a head (Fig.02), I mostly used the Dam Standard and hPolish brushes with some custom settings (Fig.03) to add detail and refine the forms (Fig.04).

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Fig.02

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Fig.03

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Fig.04



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Readers Comments (Newest on Top)
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(ID: 192032, pid: 0) Raoni Franco on Fri, 12 April 2013 11:00pm
Thanks man!! Very straight forward and elucidative. Love the design of Brutus too.
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