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
Maing Of 'The Punk'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star full
(Score 5 out of 5 after 3 Votes)
| Comments 6
Date Added: 3rd June 2010
Software used:

UV Unwrapping

I used the standard unwrapping tools in Max to unwrap the model. The only tip I can think of her is to straighten the edges of the various parts and to hit the relax modifier with the Keep Boundary Points Fixed option. This helps in fixing seam issues and also fastens up the texturing phase quite a bit (Fig.11).

Fig. 11

Normal Map Baking

Xnormal was used for baking the Normal maps. I imported the decimated highres into Xnormal, along with the lowres. I used the Ray Distance calculator before baking, and entered the values in maximum Frontal Ray distance, and maximum Rear Ray distance. Once this is done, Xnormal is able to do a great job of producing Normal and Ambient Occlusion maps. I also flipped the Y value under the Normal map options (Max uses a flipped green channel).


Once I got the Normal and Occlusion maps baked out, I used the Occlusion map as a base to block in basic colors (Fig.12).

Fig. 12

I used Dave Nagel's Photoshop brushes, found at:

These brushes do a great variety of operations, from mimicking skin to cloth patterns. I also used photo references, but a majority of the textures are painted in. I started refining my texture by painting in skin details, pattern fabrics, dirt and grime. It slowly started to take shape.

The jeans pattern and the pattern on the bag were done by overlaying photographs on top of base colours. I added some stickers on the bag to make it more Punk styled. To view my textures, I put on a directx shader in the Max viewport. I also used the Marmoset toolbag (, to a get a feel for how the character would look in-game. By doing this, I got a solid feel for the direction I needed to push the texture in terms of detail. Here's a directx screenshot with three omni lights (Fig.13).

Fig. 13

Here's a snapshot of the completed texture (Fig.14).

Fig. 14

I desaturated the Diffuse map, and used that as a base for the Spec map. I first blocked out the larger areas that shone more, with a soft white brush. Then with a Grime brush, I created tone variations for patterns and skin (Fig.15).

Fig. 15


I was looking to set the character in a relaxed pose. So I created a very basic rig for it, just to relax the hands, face and legs. Once I was happy with rigging and posing the character, I started to think about the lighting and rendering.

Lighting and Rendering

The scene was lit with two area lights and two omni lights, and the rendering was done with mental ray, along with Final Gather. I set the Rays Per FG point to 300 and the Diffuse Bounces to 3. I rendered the shadow and diffuse separately, as I wanted to add a floor to the scene. So I rendered out two separate passes, and combined them in Photoshop. Here is the final render (Fig.16).

Fig. 16 - Click to Enlarge

Final Thoughts

I started very vaguely on this character. I didn't have a concrete idea or really knew what I was aiming for. I feel it is very necessary to get the character concepts on paper, before starting the actual modeling.

Polygon budget wise, the character stands at 17k triangles. It might be slightly over the top, but this kind of budget helped me achieve desired silhouette and structure.

A turnaround animation for the character can be downloaded from

I thank everyone who has helped me create this character, and hope you enjoyed reading my Making Of.

< previous page

1 | 2 | 3
Related Tutorials

Making of 'Pugare'

by David Rodriguez de la Orden
published on 2017-03-03

Keywords: David Rodriguez de la Orden, character, ZBrush, making of

rating star fullrating star fullrating star fullrating star fullrating star half (12)
Comments 0 Views 7141

Making Of 'Qwerk'

by Mark Dooney
published on 2009-12-09

Keywords: character, robot, droid,

rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 25438

Making Of '30 Minutes'

by Toni Foti
published on 2011-02-22

Keywords: character, woman, snow, street,

rating star fullrating star fullrating star fullrating star fullrating star none (8)
Comments 3 Views 50512

Creating A Perfect Eye with 3DS Max

by Korosh Ghanbarzadeh
published on 2009-12-03

Keywords: eye, face, human,

rating star fullrating star fullrating star fullrating star halfrating star none (21)
Comments 4 Views 165696
Readers Comments (Newest on Top)
Naoufal Dahouli on Tue, 08 April 2014 6:26pm
where u fount the textures? and how u do the clothes? please tell me the software u use for the clothes.thanks
Bearpinata on Sun, 05 February 2012 3:40pm
Excellent work on sculpting and detailing. I always cut people slack for 'style', but even so there are some *serious* anatomical issues with the shoulders, knees, etc. I know exactly which 3D.Sk reference you used for this character - you should go back and look at the reference again. No human has traps that insanely developed but with such droopy, squashed shoulders. Your early sculpts were actually looking much better in terms of anatomy - and something went terribly wrong with the low-poly mesh. Dont take this the wrong way: in terms of detailing this is top notch work - but you really need to work on anatomy.
Anand on Mon, 11 July 2011 6:37am
This is really cool dude. Awesome creation...this char can be used for any 3D Movies or Games... Good Job Da ;)
Deepam Pathak on Sun, 11 July 2010 12:43pm
I specially like the overall look of the character and texturing is also spot on. Very nice and detailed making of. . . really like it, keep it up!
Munkybutt's Avatar
Chunkymunky (Forums) on Thu, 03 June 2010 2:09pm
Love this character, so much charm and excellent detailing within Zbrush, a really great breakdown and making of, thanks for sharing :)
Munkybutt's Avatar
Chunkymunky (Forums) on Thu, 03 June 2010 2:09pm
Love this character, so much charm and excellent detailing within Zbrush, a really great breakdown and making of, thanks for sharing :)
Add Your Comment..