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Making Of 'Future Soldier'

| Your Rating:
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| 4 Comments
| Comments 4
Date Added: 10th May 2013
Software used:

The rubber suit details were poly painted on first as a guide and then sculpted. Noise Maker and bump maps were utilized for the finer details and repeat patterns. Displacement and bump maps were tested in ZBrush using displacement "mode", as 3ds Max has no live preview for displacement and bump maps (Fig.03).

1715_tid_figure3.jpg
Fig. 03


Texturing

32-bit displacements were used as they hold more information and produce a higher quality finish than 16-bit and are quick to set up in 3ds Max (Fig.04).

1715_tid_figure4f.jpg
Fig.04

Edges and scratches were generated from 3ds Max and painted in Photoshop. The small decals (that were hand-drawn by my partner) were placed on the character using the 3ds Max viewport canvas).





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Readers Comments (Newest on Top)
avatar
Snipe on Sat, 05 October 2013 12:43pm
Speaking the truth, this is not a tutorial. Please i am new in modelling what is a diffuse map, an osculation map, please.
avatar
Adam Sacco on Mon, 02 September 2013 7:13am
This was more of an overview than a tutorial. There was no special tools, techniques or settings used to make this model, just time and patients. Thanks for the comments.
avatar
Jeff on Mon, 15 July 2013 7:13am
Ain't nobody got time for that !!
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Asahi on Mon, 03 June 2013 12:59pm
Bit of a weak tutorial, doesnt really explain anything to be honest. I think most beginner users could have guest the things you have outlined. Disappointing as its a great model, would like to have seen tools, settings, methods etc.
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