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 | 5
Making Of 'Scarecrow'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(3 Votes)
| 143138 Views
| 0 Comments
| Comments 0
Date Added: 9th December 2009
Software used:
Keywords:

Crow: Here is the basic process for the crow. I used a box and shaped it into a desired form (Fig.05)

414_tid_sc_06.jpg
Fig. 05

The feathers were made from a simple plane and UV mapped. Then I simply duplicated it and formed them into a wing. I also used an opacity mask to form a feather, for faster rendering (Fig.06).

414_tid_sc_07.jpg
Fig. 06

For the wheat, I created a small seed then duplicated and rotated it until I got the whole husk. Then I modelled the stem from a cylinder and made it more uniform. To create leaves, I used a plane and properly formed it into the right shape.
Other objects, such as the barrel, wooden sticks, and power plants, were all made of cylinders. For the grass I used paint effects to create small strands of grass. I sowed the grass onto the field mesh by duplicating them (Fig. 07).

414_tid_sc_08.jpg
Fig. 07


Z Brush

Once I was satisfied with the modelling stage I decided to make some parts more detailed, using normal maps for faster rendering. To create normal maps I imported the OBJ format of the scarecrow into ZBrush and began sculpting each piece of the scarecrow individually. Because I had to generate normal maps inside Maya, I kept the poly count at a maximum of 2 million polygons for each piece for easier baking. The idea was to use high polygon geometry on lower resolution geometry, without losing all the detail. I decided to use normal maps instead bump maps (Fig. 08).

414_tid_sc_09.jpg
Fig. 08

In ZBrush, I used a standard brush to define large wrinkles. I used the smooth tool to achieve a beautiful transition. After large wrinkles had been defined, I went into smaller detail using the lazy mouse feature to smooth curved lines. I usually use the lazy mouse at subdivision level 4, to avoid doted lines. Once the sculpting had been completed I exported the high poly mesh into Maya as an OBJ. (Fig.09)

414_tid_sc_10.jpg
Fig. 09





< previous page continued on next page >

 
1 | 2 | 3 | 4 | 5
Related Tutorials

Making Of 'Venice Dockyard'

by Corey Butler
published on 2009-12-09

Keywords: scene, venice, dockyard, water, arch,

rating star fullrating star fullrating star fullrating star fullrating star none (1)
Comments 1 Views 19975

Making Of 'Unbuilt House'

by Csaba Bánáti
published on 2014-03-12

Keywords: House, Arch-viz, Scene, 3ds Max, V-Ray, Making of

rating star fullrating star fullrating star fullrating star fullrating star half (16)
Comments 3 Views 64254

Making Of 'Jealousy'

by Steven Stahlberg
published on 2009-12-09

Keywords: character, female, woman, dagger, jealousy,

rating star fullrating star fullrating star fullrating star fullrating star full (3)
Comments 0 Views 31431

Creating a Scene from Concept to Completion - Chapter 2

by Eugenio Garcia
published on 2012-08-07

Keywords: scene, concept, modeling,

rating star fullrating star fullrating star fullrating star fullrating star full (4)
Comments 1 Views 13520
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..