Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2
Digital Art Masters: V7 - Sample Making Of 'Hoshi'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star none
(13 Votes)
| 57391 Views
| 0 Comments
| Comments 0
Date Added: 23rd November 2012
Software used:
Keywords:

This model was inspired by the Mass Effect game universe. My first idea was to create a new character for an online challenge, so using ZBrush I tried to sketch a few ideas in 3D.

I started to sketch with a simple base mesh in ZBrush trying to find the overall idea for the design. At this stage I just used simple brushes in ZBrush such as the Move and Standard brush. I try to keep everything within one Subtool until I have found the design that I like. During this stage I usually change my mind a lot!

After I had found a good shape I started to refine the model by breaking it into many Subtools and adding new pieces that completed the main idea. I try not to go crazy with details at this stage, because everything will have to be redone from scratch later. As soon as I have the main idea and the overall shape of the design I stop using ZBrush (Fig.01 - 02).

1626_tid_rafael grassetti_fig01.jpg
Fig. 01

1626_tid_rafael grassetti_fig02.jpg
Fig.02


Once the sketch is ready I use the decimation master and import the model into 3ds Max to be used as a guide to create the final model. I generally use new objects to build everything but some things are faster using retopology tools in 3ds Max and ZBrush. In this instance I created some simple geometry and retopologized them to build the shoulders and legs, after which I refined and finished them in 3ds Max. At the end of this stage the entire model was done (Fig.03).

1626_tid_rafael grassetti_fig03.jpg
Fig.03



continued on next page >
 
1 | 2
Related Tutorials

Painting creatures from Folklore

by Andrei Pervukhin
published on 2016-06-02

Keywords: Andrei Pervukhin, folklore, goblin, character

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (9)
Comments 0 Views 6603

Time lapse: Getting Ahead in Goblin Town

by Brett Bean
published on 2016-06-01

Keywords: Sketchbook Pro, Photoshop, Brett bean, character, cartoon

Go to tutorial
rating star fullrating star fullrating star fullrating star halfrating star none (3)
Comments 0 Views 8120

3ds Max Character Creation - Chapter 1

by Andrew Hickinbottom
published on 2014-05-16

Keywords: character, female, pin-up, olivia, andrew hickinbottom,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star none (17)
Comments 2 Views 81213

The Making of 'Stylish Killer'

by Alberto Casu
published on 2014-01-29

Keywords: Tutorial, Making of, Female, Character, Model, ZBrush, Maya, MARI, Photoshop, V-Ray

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (21)
Comments 2 Views 122840
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment