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118_tid_015Rulk_zmapper2.jpg
Fig. 15

118_tid_016Rulk_normal2.jpg
Fig. 16

With the pedestal I followed a similar process, however in this case I used the same model to create the normal map (Fig.17). After creating this normal map, I exported the low resolution mesh again to Max and then I divided it into pieces by using the ProCutter tool included in 3ds Max2009. This tool helps the user to create several sections of an object from cutting lines by drawing Splines over the model. Finally, I moved the pieces and added the tubes I created in a previous process. (Fig.18)

118_tid_017Rulk_pedestal2.jpg
Fig. 17

118_tid_018Rulk_pedestal3.jpg
Fig. 18

Next, I went back to ZBrush and started to work on the pose of the model. I used the useful Transpose tool, which allows us to move, rotate and scale parts of the model only by making a selection through masks. Although there is a more advanced technique to create skeletons and rigs using ZSpheres, this is a quick way to try different positions and in this case was appropriate to pose the Red Hulk model (Fig.19).

118_tid_019Rulk_transpose.jpg
Fig. 19


Texturing

The texturing process was straightforward. I just opened the model in Max and assigned a Multi/SubObject material. Then I assigned colors according to each part, to differentiate between them on the map. Next, I used the Render To Texture feature to create the base diffuse map (Fig.20).

118_tid_020Rulk_texture2.jpg
Fig. 20




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