'Project Overview'

 
'Making of Sander'
by Percy Tienhooven


When the modeling was done, I exported the different body parts as OBJ's. I imported those files in UV layout to simply create uv-maps!!!! What a nice program. Some stretching going on around the mouth but its good enough for ZBrush. If there are no overlapping then its good.


With the uv's created I imported the head in ZBrush to texture it. I used poly-paint for it. Really cool. Then exported the head and texture to Maya and tada.. There it is now. (Also created SSS shaders)


Imported the hair into ZBrush and divide the mesh to a 3 million poly mesh and started brushing hair. After that I created a normal map to import it in Maya. Also made an texture using the same technique as with the head.


When the head was done I thought it was time for rigging. I totally forgot that I didn’t make the hands haha. So I had to make them. Box Modeled a low res in Maya, exported to UVlayout, imported in ZBrush, start making adjustments to the mesh, and then textured it


And there he is. The final model. Created Subsurface Scattering for the face and hands. Now its time to rig and pose the character


Because this character was made for a motion capture shoot, I got the rig from the motion capture studio E-Motek. I only had to bind it and of course weight paint it :(




Here we are in the motion capture studio. On the left is me commanding (lol sorry man) Sander kamermans (the 3d character is called after him, because he did the acting). my fellow classmate. Thnx for the great acting man !!!


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