Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2 | 3 | 4
The making of 'Kroenen'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(19 Votes)
| Comments 3
Date Added: 27th June 2014
Software used:

Modeling the outfit

The next stage was modeling the base mesh of the character's outfit in 3ds Max, and then exporting it into ZBrush and finishing the model. The model was significantly different after the sculpting process: a lot of imported details were modified and some created in ZBrush from scratch. Below you can see several sculpting stages.

During the sculpting process, the model constantly traveled from DynaMesh to ZRemesher and back, occasionally being modified in the ShadowBox. I used the Clip Curve brushes and the Panel Loops frequently, as well.

Building up the detail in the model

Retopology and unwrap

Commencing the work, I decided to create a mid-poly model and to texture it by baking, so the next thing was to determine if I wanted to do the re-topology manually or with the ZRemesher. My character worked well with the high detail, and I couldn't afford wasting too much time on applying polygons to the model by hand due to the tight deadline, so I ended up experimenting with the ZRemesher.

After wasting 3 days on experiments, I was greatly disappointed with my decision: the result was quite decent, but it would bring a lot of problems with the unwrap and skin. So I finally opened the model with TopoGun and began the hard work. To my great surprise, it was much less time-consuming than expected. All in all, TopoGun, with further adjustment with the 3ds Max, equaled a great result.

I then performed the unwrap with the UVLayout. I divided the model into 5 texture zones: head, torso, legs, backpack and a separate cloak texture.

Unwrapping using the UVLayout to begin the texture phase


I baked the maps using xNormal. The contest conditions allowed using an unlimited quantity of polygons and textures with any resolution, so I decided to use the 2,048 ? 2,048 textures. To correctly bake every element, I had to split the character into 59 parts. Normal, AO, curvature, vertex colors, objectspace, which equaled 295 textures in total.

Of course, manually baking so many textures would consume a huge amount of time, so I used my cunning. I loaded all the high-poly and low-poly elements into the xNormal, and then selected the required pairs, made all the adjustments, applied the maps, chose the name and save path, calculated the ray distance, and then saved my settings in the settings and examples tab, and saved the file into the separate folder for each of the 59 pairs.

Using xNormal to bake the maps

< previous page continued on next page >

1 | 2 | 3 | 4
Related Tutorials

The Bug: a making of

by Jorge Castillo
published on 2016-08-31

Keywords: Jorge Castillo, bug, ZBrush, making of

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 8144

Beginner's Guide to 3ds Max - 02: Creating and Editing Splines

by Isaac Oster
published on 2013-04-01

Keywords: beginners, fundamentals, 3ds max,

rating star fullrating star fullrating star fullrating star fullrating star half (37)
Comments 5 Views 67970

Ecorche: Anatomy of the Arm & Shoulder

by Ryan Kingslein
published on 2009-12-09

Keywords: anatomy, arm, shoulder, zbrush, video,

rating star fullrating star fullrating star fullrating star fullrating star none (4)
Comments 0 Views 21888

Making Of 'Cross Of Iron'

by Eric Zhang
published on 2010-05-07

Keywords: character, man, old, portrait, military, hat, medal, nazi, general,

rating star fullrating star fullrating star fullrating star fullrating star none (4)
Comments 0 Views 41671
Readers Comments (Newest on Top)
Dooing on Fri, 09 January 2015 10:54am
Thank you very much ! It's really helpful !
Renderfiend on Sat, 28 June 2014 5:21am
Superb work man!!!
Renderfiend on Sat, 28 June 2014 5:15am
Excellent work man... thanks for showing us how you created this!
Add Your Comment..