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The Making Of Pirate

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Date Added: 18th December 2013
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Step 4: Finalize Retopology in 3ds Max

It was then time for the technical stuff that I was talking about in the introduction. I always start with the body, since all the clothes go on top of the body, so for me it makes more sense to model in this order. At this stage I paid extra attention to the topology as this character was designed for animation. I retopologize all the pieces.

1817_tid_04-01.jpg
The retopologized details on the model
1817_tid_04-02.jpg
Here's the final model with the topology done

Step 5: UVs

This was the tedious part of the work. I prefer to use a UV Layout as it's easy and fast, and so perfect for this kind of work. There's no trick to make UVs, just make sure that is no overlapping and stretching on them and you will be fine. I made five UV shells.

1817_tid_05.jpg
Various UV layouts on the model


Step 6: Textures

The texturing part is one of my favorite parts of the whole process. This is when I start to see the character coming to life. For the clothes I used just Photoshop. I collected big size images and started to tweak them and add other images on top for texture, stains and small details. From that map I made a Bump, Specular and Glossiness map.

1817_tid_06-01.jpg
Various maps gained from the model
1817_tid_06-02.jpg
Using ZBrush to create the skin





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Readers Comments (Newest on Top)
avatar
Moustafa Shaheen on Sun, 03 August 2014 1:43am
hey , thank you for making this tutorial , it was so useful for me and i watched your reel , it was awesome !
avatar
Vesta on Sun, 27 April 2014 6:22am
Amazing work! I like it! I have some questions only. Step 3 and step 4 look the same ( in the text), I think the in the step 4 something should be about adding details on the model. And It`s interesting for me, how looks Glossiness map for this character. I think, it is not the same as Specular map. Am i right?
avatar
Samo on Thu, 19 December 2013 4:20pm
Great Work!!
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