### 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

1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 ... Last
Demon Chaser - Chapter 1

| Your Rating:
(10 Votes)
| 147078 Views
| 1 Comments
| 1
Date Added: 18th April 2013
Software used:
Keywords:

These concepts have a perfect detailed density and also provide a good reference for human anatomy. Before I start working on each model I try to analyze the concept carefully. I think about how I am going to build it step by step. How many parts are there? How will these parts be connected to each other? Sometimes I color-fill the concept and each different color shows a separate part of the mesh (Fig.08).

Fig. 08

If you make models to help yourself practice, try to give yourself some technical limits: an approximate poly-count and amount of textures and their resolutions can be limited fairly easily. I decided to make this model within the 7000 triangles limit, and with 3 textures: weapons (1024 x 512), body (1024 x 1024) and face (512 x 256). That's actually a little too old-school, but why not. Another point here - this guy wears a coat and the coat needs to have duplicated polygons because most game engines don't have double-sided materials, so areas like the coat with double faces can add polygons to your count.

ZBrush is a great tool for creating simple human or monster structures. I made a simple base using ZSpheres and the Move, Scale and Rotate tools. Don't forget to switch on Symmetry (X) while you build your rig. You can always check how the structure will look in Polygonal mode. To do this just push the A button or click Preview in the Adaptive Skin menu. All tool menus are usually placed on the right side of the viewport (Fig.09).

Fig. 09

After I had done this I made an Adaptive Skin with a Density of 1 and added two additional SubDivs (Ctrl + D) (Fig.10).

Fig. 10

## < previous page continued on next page >

1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 ... Last
Related Tutorials

Introduction to rigging in Maya – The hands

by Jahirul Amin
published on 2014-03-17

Keywords: Maya, Rigging, Animation, Hands, Arms, Shoulder, Character

(14)
0 49954

bhGhost: Creating Animation Outlines with Onion Skinning/Ghosting Tool for Maya

by Brian Horgan
published on 2012-10-31

Keywords: onion skinning, character, ghosting, animation,

(18)
4 47610

Speed Modeling a Head in 3ds Max 2010

by Jaime Maestro
published on 2010-12-30

Keywords: speed, modeling, character, head,

(6)
0 31512

Making Of 'The Trials of Devotion'

by Noah Bradley
published on 2012-06-22

Keywords: scene, snow, mountain, character,

(7)
4 71753
Readers Comments (Newest on Top)
ClarkKent on Tue, 08 September 2015 11:04pm
Thank You so much for share your knowledge. Its an easy way to create an excellent model and very helpful especially for a beginner like me.
Add Your Comment..