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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).

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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).

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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).

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Fig. 10





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Readers Comments (Newest on Top)
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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.
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