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Making Of 'Future Soldier'

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Date Added: 10th May 2013
Software used:

Fig.05 shows a breakdown of the texturing process to final render. I've used the gun to demonstrate as it uses only one UV cluster. Once the gun was box modeled it was broken apart and sent to ZBrush for sculpting and polypainting. I used some insert meshes in ZBrush to add the small bolts. From there, a base diffuse texture was generated and taken into Photoshop to add textures and hand-painted scratches, etc. Once the diffuse map was close to finished I used it as a starting point for the spec and gloss (masks, dirt and roughness maps were used on the character).

1715_tid_figure5.jpg
Fig. 05

A breakdown of the materials I used can be seen in Fig.06.

1715_tid_figure6.jpg
Fig.06


Final Model

The final image was close to what was rendered from V-Ray. A 2D background, ZDepth, color grading and textures were added in post (Fig.07).

1715_tid_figure7.jpg
Fig.07

Conclusion

Having to design the character made the entire process take around two weeks. Having so many materials on one character was a great way to experiment with V-Rray shaders and lights. If anyone has any questions or enquiries, please feel free to contact me via my website: www.soulty.com




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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 !!
avatar
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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