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 | 3
Making Of 'Bronze Bust'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(21 Votes)
| Comments 5
Date Added: 19th March 2013
Software used:

Once the modeling process was finished I created a simple cavity map from ZBrush to use it later on in the shading process. This map could also be used as a mask, for the V-RayBlend, or used as a bump on the base material (Fig.04).

Fig. 04

After that I used Decimation Master and imported the model into 3ds Max for the rendering (Fig.05).


Before I start the lighting process I always like to do a little research on photography sites to get an idea of the feeling that I want in my scene, because bad lighting can ruin a great model. In this case I did a simple lighting setup, with three lights and a white background, because I wanted contrast in the scene - not just a light that showed the model, but a light that created a dramatic look. As you can see in Fig.06, the top light helped me to create some shadows on its face and the eyes, and inside the mouth. The other lights, I used to create the backlight, which helped to highlight the silhouette and create some shining spots.


The next step was to create the shader. It wasn't a complicated shader; my main goal was to reach a good-looking bronze aspect, with green spots and an un-polished look. In this case I used a blend material: the base material was a green opaque shader, and the first layer was the bronze. As I mentioned before, I used the cavity map from ZBrush to separate the shader layers (Fig.07).


< previous page continued on next page >

1 | 2 | 3
Related Tutorials

Making Of 'Metamorfosi'

by Bruno Maremonti
published on 2009-12-09

Keywords: character, creature, monster, face,

rating star fullrating star fullrating star fullrating star fullrating star none (1)
Comments 0 Views 13422

Making Of 'Eyes Wide Open'

by Baolong Zhang
published on 2013-05-03

Keywords: eyes wide open, character,

rating star fullrating star fullrating star fullrating star fullrating star none (4)
Comments 3 Views 51600

Cel Shading concepts

by J.I.Styles (aka 'mathius')
published on 2009-06-22

Keywords: character, texturing, cel, shading,

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 35166

Character portrayal

by Charlie Bowater
published on 2015-03-30

Keywords: character, portrayal, mood, portrait

rating star fullrating star fullrating star fullrating star fullrating star half (3)
Comments 0 Views 23440
Readers Comments (Newest on Top)
TVNCL on Thu, 29 May 2014 10:32pm
Very nice but How can were you able to apply the The cavity mask to the decimated model considering the decimated model doesnt have texture coordinates??? how did you unwrap a mesh so dense as that one??? That is very crucial to the conclusion of your tutorial
Ana on Fri, 06 September 2013 9:59pm
Can you please tell me do you have UV s for sculpture?
Hassen Imache on Sun, 24 March 2013 7:53am
Thanks a lot for your tutorial :-)
Narendra Keshkar on Thu, 21 March 2013 11:32am
Awesome Tutorial, will definitely give it a try.
Lourenco Abreu on Tue, 19 March 2013 10:27am
Thanks for the tips, awesome result :-)
Add Your Comment..