Making of 'Turtle Freedom For Sale'
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by David Ferreira |
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| 3ds Max, ZBrush, Fusion, After Effects and Magic Bullet |
| I made this image for a 3D challenge about freedom. My first ideas were way too ambitious for the time I can currently spend on my personal projects and much more serious, full of contemporary meaning. But after some thought I decided to go with a lighter and funnier approach. |
| Even though my drawing skills are limited, sketching is still a crucial part of the process. When sketching a concept it’s really important to have in mind that you’re just drawing for yourself and that the sketches aren’t supposed to be a final result. Rather a first step towards that end (Fig.01 – 02). |
I really like using ZSpheres. It allows you to quickly test your character’s proportions and generate a base mesh.
For this character I tried a new approach to the thumbnail, which gave me a very nice result. I didn’t extrude all the fingers from the same ZSphere. Instead, I placed another one on the wrist area and, following a more anatomically correct approach, I appended the thumb to this ZSphere (Fig.03). |
| It’s not unusual for me to go into 3ds Max and do some simple topology corrections to the adaptive skin that ZBrush generates. In the following image you can see the adaptive skin already corrected (Fig.04). |
For the shell I used what I usually refer to as a box sphere. It’s basically a cube with uniform square quads topology, spherified. It really gives you a lot of freedom to sculpt and a more even topology then the classic sphere.
From that basic shape, and with the use of some references, it was easy to get the initial shape of what would be a single object with both back and belly sides of the shell (Fig.05). |
As for my sculpting techniques, I believe they’re pretty straightforward. I don’t usually jump into a high poly model. I like to gradually advance towards the detail, taking advantage of different levels of geometry.
My most common tools are Move Topological and Move Elastic, Clay and Clay Buildup, Trim Dynamic and MPolish, as well as the Standard brush.
With the concept well defined and the proportions established, the sculpting of the character becomes really fast. It took around two hours to get the complete model (Fig.06). |
If you liked reading this tutorial, you may also be interested in the following.
"Making of Majin Buu" by Jonas Skoog
Hi, my name is Jonas Skoog, a 3D character artist living in Stockholm, Sweden. I loved manga and anime when
I was younger and Dragon Ball Z was one of my favorite series. It therefore felt natural to pay tribute to my
childhood heroes/villains with a 3D sculpt.
"Making of Prototype A" by Won Gyo Lee
Hi everyone, I'm Won Gyo Lee and I’m going to show how I created my "Prototype A" image. I’ll be focusing on
how to make a detailed normal map and I hope you find this article interesting.
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Your rating: Rating: 5.00, Votes: 10
Mulubrihan on Sat, 01 October 2011 5:50pm
global work
PlugHold on Thu, 06 October 2011 5:06am
Hi,
I developed Tutorials Collection web portal for our new learners. Please post your amazing tutorials on our free collection tutorials. PlugHold can save thousand of tutorials. If you want to know anytime, please give a send mail to admin@plughold.com. http://plughold.com.
Milad on Sun, 11 December 2011 2:49pm
Hi.I have some questions from the artist who has created the tutorial up there,how can i have his email please?
Milad on Sun, 11 December 2011 2:50pm
i found it,sorry:)
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