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Making Of 'The Fallout'

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Date Added: 16th April 2013
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Of course this process is used only when it's convenient and easier to model this way rather than modeling from scratch in Max, but a lot of the props were still just modeled the old box modeling way.

And here's the full character already retopologized and ready for UVs (Fig.07 - 09).

1702_tid_fig07.jpg
Fig.07
1702_tid_fig08.jpg
Fig.08
1702_tid_fig09.jpg
Fig.09

UVs in Max

The third step was to have its UVs ready. I worked on all that in Max and at the end I separated him into eight UV shells: head, cloths, torso, arms, legs, boots, props and engine (Fig.10). Each one was meant to have a 4k texture.

1702_tid_fig10.jpg
Fig.10


With the character already modeled and UVs ready, I then exported each of the eight parts as OBJs back into ZBrush, and created a ZTL file for each one for later ZBrush detailing.

Sculpting Details in ZBrush

Here is where I put some more specific details I wanted for the character, like scratches, rust and prints on the metal; stitches and wear on the leathers; veins and wrinkles on the skin, etc. There are some details I prefer doing later while texturing, like tears (using opacity maps), leather wrinkles (using bump maps) and cloth bumps, etc. I think it's easier and faster to create these kinds of details later rather than sculpting them in ZBrush. The following images show some ZBrush sculpting examples I did for this guy. Head scratches and prints on the metal (Fig.11).

1702_tid_fig11.jpg
Fig. 11

Cloth folds, wrinkles and stitches (Fig.12)

1702_tid_fig12.jpg
Fig.12





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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 ;)
avatar
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
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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
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Pratik on Tue, 16 April 2013 2:49pm
Awesomness!! why do create mask pass?
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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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