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
First ... 3 | 4 | 5 | 6 | 7 | 8 | 9
Demon Chaser - Chapter 1

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(9 Votes)
| Comments 1
Date Added: 18th April 2013

It is worth doing another proportions check after assembling all the details. I created a plane with my concept in the background to create this accessory.

This type of concept is pretty easy to turn into a model. I've created a plane and assigned the concept as a texture. You can switch on the opacity in the layer options as I mentioned before or use X-Ray mode (menu button on the top of the viewport window). I made the rifle with a single mesh, except the belt which was made separately. I try to plan all edges before extruding. After extruding I scaled the orange area and added a few details. It's a pretty simple way to do low poly weapons (Fig.33).


The same way works for the scatter gun. I just extruded different edges for the top part (Fig.34).


Now it's time for the most interesting and important part of every humanoid character. You can build a beautiful model, but all the attractiveness is ruined if you fail with the character's face. I always give special attention to making a head. Don't be too lazy about fixing areas that look wrong and use references a lot. My base mesh didn't have any triangles, only quads, because I'll import it to ZBrush and triangles can cause topology issues in this program after subdividing. In the first phase I worked on the lowest sub-division levels and used mostly the Clay and Move tools. Too many polygons at this stage will slow your working process. Forget about details, only think about basic shapes. I made a rough sculpt because I only needed large details here for the low poly shape. You can also repotologize it in ZBrush or Topogun, or export the base to Maya and fix it there as I did with the body (Fig.35).


This is a shot of the almost-finished model. Now we are ready to unwrap it (Fig.36).


First... 3 | 4 | 5 | 6 | 7 | 8 | 9
Related Tutorials

Digital Art Masters: V7 - Sample Making Of 'Tao - The Ancient One'

by Andrew Baker
published on 2013-06-07

Keywords: character, creature, tao,

rating star fullrating star fullrating star fullrating star fullrating star half (4)
Comments 0 Views 57920

Creating a Jedi Game Character

by Tom Isaksen
published on 2012-09-20

Keywords: character, jedi, game,

rating star fullrating star fullrating star fullrating star fullrating star half (20)
Comments 3 Views 55865

The making of Bane

by Yoongkun Kim
published on 2014-09-12

Keywords: Bane, ZBrush, Character, Maya, MARI, Photoshop, UVLayout, V-Ray

rating star fullrating star fullrating star fullrating star fullrating star full (5)
Comments 2 Views 40890

Joan of Arc: Mapping the Sword

by Michel Roger
published on 2009-12-17

Keywords: character, texturing, joan, arc,

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 59461
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..