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
Making Of 'Big Guy'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(5 Votes)
| 149766 Views
| 0 Comments
| Comments 0
Date Added: 22nd January 2010
Software used:
Keywords:
Then I made more subdivisions to add more detail using the Clay, Standard, Slash 2/3 and Magnify or Inflat brushes as preferred tools. I made him with a big torso, huge back and deltoids, using some anatomy and hulk pictures as references.

For the high res detail (five million polygons) I used some organic alphas for the skin and an alpha drawn in Photoshop for the back pattern (Fig.04).

22_tid_high_res_detail_04.jpg
Fig.04

Texturing

I used only ZBrush polypainting for the whole texture process. Starting with a couple of colours and a few variations of tonality, I masked some parts by cavity to add colour detail between the wrinkles and pores to add contrast (Fig.05).

22_tid_cavity_mask_05.jpg
Fig.05

Then I used some organic alphas to make a slightly tonal variation and created a texture 4096x4096 to export. Finally I made a displacement map and normal map in ZBrush and blended in low opacity with the polypainted map in Photoshop. Then I made a high pass filter of the diffuse texture to blend in a low opacity in the normal map to increase texture detail. With that I was able to go back to 3ds Max and make the shaders and lighting (Fig.06).

22_tid_texturing_06.jpg
Fig.06

Shaders and Lighting

I exported the final mesh to 3ds Max at a medium level of subdivision and I added the normal map to a fast skin material. I used mental ray fast skin to simulate the skin shader and Photoshop to create the speculars and subdermal maps using diffuse colour as base (Fig.07 & Fig.08).

22_tid_shaders_lighting_07.jpg
Fig.07


22_tid_subsurface_scattering_08.jpg
Fig.08



< previous page continued on next page >

 
1 | 2 | 3
Related Tutorials

The making of 'RED'

by Rakan Khamash
published on 2015-11-12

Keywords: Rakan Khamash, ZBrush, Creature Box, making of

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (4)
Comments 0 Views 9326

Making of Leshy in Painter

by Simon Dominic
published on 2015-10-27

Keywords: leshy, creature, mythology, character, simon dominic,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (2)
Comments 0 Views 6378

The Making of Dioptase Colony - Power Diving

by Tamas Medve
published on 2014-04-11

Keywords: Arch-viz, Making of, City, Scene, Sci-fi

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (20)
Comments 1 Views 52937

Painting Far Worlds in Photoshop

by Feng Zhu
published on 2012-12-18

Keywords: scene, landscape, painting, sci-fi,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star full (2)
Comments 1 Views 35925
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment