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Making Of 'The Fallout'

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Date Added: 16th April 2013
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After that, there were basically two ways of modeling props: one, using ZBrush's Extract function (Fig.02) and two, using base models imported from Max (Fig.03). The exceptions to this were the head that I modeled from a DynaMesh sphere, the knife that I started from ZBrush's ShadowBox and the pockets, which I made from a box.

1702_tid_fig02.jpg
Fig. 02

1702_tid_fig03.jpg
Fig. 03


And here it is all together, with all the props detailed enough and ready to be decimated and exported as OBJs for later retopology in Max (Fig.04).

1702_tid_fig04.jpg
Fig. 04





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Readers Comments (Newest on Top)
avatar
Parham on Wed, 15 October 2014 11:39pm
That was just AWESOME ! Thank you for sharing, there was lots of improvements for me after watching this :D ;)
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Vlad on Thu, 12 June 2014 1:03pm
Really good work! I can just imagine how much work is to retopo the whole thing in 3ds max. but the end result is really great! Thx for sharing!
avatar
Ronaldo on Thu, 24 October 2013 6:33pm
I dont think this is a tutorial...its some guidelines just...
avatar
Tite on Mon, 20 May 2013 5:47am
How'd you move the arms down without distorting it?T
avatar
Patricio on Tue, 16 April 2013 11:08pm
pt: Cara muito bom seu trabalho. Um dia eu chegou no seu n'vel en: Very good guy his job. One day I will get to your level
avatar
Pratik on Tue, 16 April 2013 2:49pm
Awesomness!! why do create mask pass?
avatar
Andrei on Tue, 16 April 2013 1:15pm
Hey Bruno! Thanks alot for the time to make this tut! Really appreciate! One question! How do you mesure your depth pass? Thanks and congrats!
avatar
Aliosa on Tue, 16 April 2013 10:43am
This character looks like Kabal from MK, thanks for sharing all this with us
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