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I adjusted the angle of his arms and then started the next part of the production. I used the NEX topology low res head in Maya, then used simple shapes to build all the equipment.

It's important to pay attention to overall proportional relationship between clothing - or armor in this case - and the overall silhouette of a character. I used different colors to separate the armor, leather, fabric etc (Fig.04).

1567_tid_fig04.jpg
Fig. 04

Then I created the details, distinguishing different regions, to prepare the model for the later production in ZBrush (Fig.05).

1567_tid_fig05.jpg
Fig. 05


Sculpting and ZBrush Pass

I separated this character into several different parts, such as metal, leather, cloth and head. Then I added details to each part in ZBrush, such as folds, skin details, etc., (Fig.06 - 08). I made the lower body and gloves symmetrical in order to make the texture maps have a higher level of precision.

1567_tid_fig06.jpg
Fig. 06

1567_tid_fig07.jpg
Fig. 07

1567_tid_fig08.jpg
Fig. 08





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Readers Comments (Newest on Top)
avatar
Lukas Danin on Tue, 31 July 2012 9:37pm
Nice work, can you tell me how much triangle the model have?
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