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Making Of 'Hellboy'

By Rodrigo Sória
Web: Open Site
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Date Added: 9th October 2013

Adding detail

I then moved each individual part into ZBrush and set about adding details such as veins, wrinkles, and pores.

1791_tid_04.jpg
The difference detail makes!

Exporting Maps

After finishing the head, I exported the Normal, Occlusion, Cavity, Displacement and base color maps into ZBrush. I did this with all the other parts of the model and the extra elements I?d added to the environment, and then began detailing each item in preparation for exporting again to refine the texture in Photoshop.

1791_tid_05.jpg
Some of the maps made for clothing


Compiling textures

With all maps and models with UVs open, I began texturing each area of the model. I took pictures of each type of texture ? leather, cloth, dust ? and started to mix and layer them to create dirt, cuts, and scratches. This gave a realistic feel to the model.

Once I was happy with everything textured in Photoshop, I started to think about composing the final scene.

1791_tid_06.jpg
The materials referred to in creating a realistic texture





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JK on Sat, 11 January 2014 9:47am
this is very great tut
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