My
name is Rishikesh and I am from India, I am
working as a 3d modeler for a 3rd party game
development company, paradox studios (http://www.paradox-studios.com).
I
am working on 3d for almost a year and a half
after completing my diploma in Commercial
arts. A self taught 3dartist, who learned
3d from books, website tutorials and good
friends/colleagues with whom I am working
with currently. This is my first tutorial
ever to be on a website and so feeling very
happy to share my part of experience with
every other 3dlover.
So
without wasting any time, now lets start with
the tutorial (so called, as I have no clue
as to what all is required for a tutorial)
and also I would like apologies for any typo
or grammatical errors.
I
will not go in detail explanation, assuming
that my friend (reader) has some basic knowledge
of box modeling and texturing (including unwrapping)
in any 3dsoftware.
1.
Box modeling is my favorite way to model any
character. I started the model using a box
in max over my hand drawn rough sketch of
the wolverine character.
Refer
to image on the left.
2.
I converted the geometry into editable poly
and using extrude poly, added segments to
it (only half face to start off with). To
get the basic shape of the character I moved
the required vertices to match my drawing
in the left and front viewport and simultaneously
checked the model in the user viewport.
3. With a reasonable
amount of satisfaction with the basic shape
I selected the polys of the flat side of the
half head and deleted them. Now I copied the
half head in a reference mode and flipped
it to get the full head shape. So that the
changes made on the original half head shows
same changes on the reference head. I applied
mesh smooth modifier to the original head
and worked in the toggle mode whenever needed
for further modifications.
4. Next, using cut and
welding tools I started shaping up the model
and tried to get the loops of the polys right
as far as possible.
5. After modeling the
head I started modeling a separate ear and
then welding it with the head. After attaching
the ear I started adding details to the overall
model.
6. I decided to Texture
the model first before moving onto anything
else. Applying an unwrap modifier I unwrapped
the face into a flat clean wire frame and
then taking a print screen of the wireframe
and I bought it in photoshop to paint the
Texture.
3DTotal
Advertisement - We need your support!
As
well as you tutorial hungry people eating through a terabit of bandwidth each
month we also have many additional staff and running costs involved in creating
these free pages. We want to continue bringing you many free tutorials and resources
everyday, so PLEASE check out our products and amazon affiliate schemes via the
above banners. Many thanks!
7.
Using a basic skin texture I worked over it
in Photoshop for further enhancements and
at the same time matched the texture to go
with the wireframe. I kept checking the changes
on the face model in max. When the texture
was mapped almost perfectly on the face I
started of with the bump map for the face.