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 'Sanlik'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star none
(Score 4.13 out of 5 after 24 Votes)
| Comments 2
Date Added: 1st December 2011


This creature was designed for a short film that I wrote two years ago. His race is Quelonian, a reptile species that has evolved with the course of time. They live on an aquatic planet, where the cities are floating on water. Looking for alternative resources, the Quelonians created the Spatial Scout Program (SSP) and here is where our character comes in. He is a space scout. I have always wanted to make characters that fit into some story; it's easier and more fun this way.

The first step was to draw as many sketches as I could: sides of the figure, proportions, face details etc. I am not a professional concept artist, but I always try to draw the best that I can so that I have a better understanding of what I'm going to create in 3D (Fig.01).

Fig. 01 - Click to Enlarge

I also did some test color in Photoshop (Fig.02).

Fig. 02 - Click to Enlarge

In this Making Of I am going to explain the texturing process in more detail, since I made a retextured version of Sanlik using textures from the 3DTotal Textures collection.


I collected some references of animals like amphibians, reptiles and birds, which helped me a lot to understand how the skin should look and how to adapt the details on a humanoid body (Fig.03).

Fig. 03 - Click to Enlarge

Modeling and Sculpting

Having all the references set up and all the sketches, I started with a very basic base mesh done in 3ds Max and then imported it into ZBrush to start the sculpting process. At the beginning, I focused on the gesture of the character, paying attention to all the proportions and the silhouette.

Anatomy is very important even for non-human characters as this always gives a more realistic feeling (Fig.04).

Fig. 04 - Click to Enlarge

When I'd finished with the gesture, I analyzed the figure to see if all the scales looked nice (Fig.05).

Fig. 05 - Click to Enlarge

continued on next page >

1 | 2 | 3 | 4 | 5
Related Tutorials

Making Of 'Nihal from the Land of the Wind'

by Ivan Stalio
published on 2009-11-13

Keywords: character, 3d, elf, warrior,

rating star fullrating star fullrating star fullrating star fullrating star half (7)
Comments 0 Views 72708

Making Of 'Shark' - Animation

by Nikola Drincic
published on 2009-12-09

Keywords: character, shark, animation, max,

rating star fullrating star fullrating star fullrating star fullrating star half (5)
Comments 2 Views 67271

Making Of 'Wolverine'

by Nicolas Collings
published on 2010-07-29

Keywords: Wolverine, bust, lighting, texturing, x-men,

rating star fullrating star fullrating star halfrating star nonerating star none (14)
Comments 1 Views 17090

Power Up Your Polygons

by William “Proton” Vaughan
published on 2012-01-09

Keywords: modeling, polygons, powergons, lightwave,

rating star fullrating star fullrating star fullrating star fullrating star full (6)
Comments 5 Views 140188
Readers Comments (Newest on Top)
Rocky on Fri, 23 March 2012 10:56am
I'm really looking forward to it. I have only just started playing this summer and I am already hooked. It'll be nice to not have to put the clubs away for the winter.
Emerson Diaz Marin on Fri, 30 December 2011 4:41pm
tengo que decir que es un trabajo incre�ble, los detalles tan finos y elegantes demuestran una gran calidad en el trabajo final. un gran proyecto. yo tambi�n soy modelador y animador. pero apenas estoy llegando al nivel de detalle que usted tiene. espero llegar ah�. TRANSLATION: I have to say it's incredible work, such fine detail and elegant high quality in the final work. A great project. I also am a modeller and animator, but I'm just reaching the level of detail you have.
Add Your Comment..