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Once I'd finished the final blocking, I started to build the retopology using Topogun. The cool thing about working this way is that I could refine the mesh in ZBrush and update the decimated mesh after doing the little details to project under the low poly mesh. Except the arms, for which I did a quick retopology in ZBrush, all the rest was Topogun work (Fig.08 - 10).

Fig. 08

Fig. 09

Fig. 10

Jumping to ZBrush again, I placed the basic coloring for each part using masks and color with deformers. Sometimes this can save you very precious time and can be cleaned when the work reaches the final texturing stage (Fig.11 - 13).

Fig. 11

Fig. 12

Fig. 13

After completing that part I refined the textures and did some tests in Marmoset Toolbag to see if the normals, specular and difuse maps were working fine. Once in a while the normals will have some distortions that need cleaning. I did the unwrapping using UVMaster and some retouches and grouped them in 3ds Max (Fig.14 - 16).

Fig. 14

Fig. 15

Fig. 16

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Readers Comments (Newest on Top)
Dingole on Fri, 14 December 2012 11:52pm
Dude this is amazing.. I can actually see this being in an Assassins Creed dlc pack.. Well done!!
Paulo Branco on Thu, 29 December 2011 1:05am
II'm not an expert in Graphic Computing to games, but I am an expert in Geoprocessing and know the basis of the science of image. Rodrigo is my son and I know his work but never could see the process of character and its complexity. I'm very impressed. Congratulations (I'm not a "hockey dad") Rodrigo.
Aarao on Thu, 29 December 2011 1:03am
Nice work Branco, congratulations!
Wherner on Wed, 28 December 2011 10:54am
Isn't time to stop calling these tutorials? They're not tutorials. It's more a show and tell. It's just misleading to call them tutorials.
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