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
Making of Post Apocalyptic Zombie Hunter

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(Score 4.56 out of 5 after 18 Votes)
| 27154 Views
| 2 Comments
| Comments 2
Date Added: 3rd December 2015
2114_tid_main.jpg

Self-taught 3D artist Humam Munir shares a quick rundown of how he made the awesome Post Apocalyptic Zombie Hunter in 3ds Max and ZBrush


In this making of I will show you my workflow from initial idea through to post production and the finished image. I wanted to push myself to the next level in my art so I decided to create a complicated vehicle that is fully detailed.

The idea

I am really inspired by the Mad Max: Fury Road movie and used the vehicles as references for this project. I especially liked the rig and decided to make my own rig. I thought about designing an old race car that has rusty pipes, chains, big engine, and big tires; set in an environment that is somewhat ruined with dry weather and a cloudy sky. After roughing out the idea I started gathering references.

2114_tid_fig-1.jpg
References

Modeling the body

For the modelling I used both ZBrush and 3ds Max. I started with the body of the car and continued modelling until I had done all the various parts. I try to keep the subdivision levels as low as possible; otherwise the vehicle would quickly become slow to work with. I then used a Subdivision modifier to smooth the mesh.

First I used poly by poly technique to create the base mesh then exported to ZBrush to get more details.

2114_tid_fig-2.jpg
Starting modeling ? wheel arch

2114_tid_fig-3.jpg
Car body mesh

Modeling the details

I prefer to start with the simple objects and work my way up to the more complicated. For the grill panels on the side of the car I started with simple cylinders and converted them in edit poly. Once all the cylinders were done I export the part out of 3d Max in to ZBrush DynaMesh. A simple brush creates a damaged look and ZRemesher s perfect for adjusting the number of polys, although it wasn't that important for this project.

2114_tid_fig-4.jpg
Building the side grill

I used exactly the same technique for creating the engine, except I only used 3ds Max. The tires were done in 3ds Max and ZBrush, again using the same basic technique.

2114_tid_fig-05.jpg
The engine

2114_tid_fig-06.jpg
A tire

The chain and barbed wire

Making the chain is simply a matter of making one link and duplicating it until you have the length required. I follow this workflow SimpleTorus>EditPoly>ExtrudeEdge>Copy>Attach. Problems can arise when linking the pieces together using Path Deform Binding modifier; to correct this use Splines.

2114_tid_fig-07.jpg
Making the links

2114_tid_fig-08.jpg
2114_tid_fig-09.jpg
Correcting problems in the chain

2114_tid_fig-10.jpg
The finished chain

Barbed wire is relatively easy to make you simply make the barbs using the Twist and Bend modifiers and place at regular intavals, remembering to rotate them at different angles along the wire.

2114_tid_fig-11.jpg
2114_tid_fig-12.jpg
Barbs and wire

2114_tid_fig-13.jpg
Barbed wire ball

Putting it all together

With all the pieces modelled I put them together and went on to create a simple environment. The ground is simply a plane and the whole thing is exported to ZBrush to be sculpted, and finally export the displacement map. I also made some grass, plants and then used a MultiScatter plug-in used to distribute them.

2114_tid_fig-14.jpg
Putting it all together

2114_tid_fig-15.jpg
Ground displacement maps

Lighting setup

I had quite a simple lighting setup for this scene and was able to adjust it quickly. The scene was lit by a hemisphere with a sky texture in a LightMtl, I also made a direct light in V-Ray with Physical Camera.

2114_tid_fig-16.jpg
2114_tid_fig-17.jpg
Lighting set up

Textures and Materials

I'm very bad at unwrapping and I decided to use the simplest way? first I use unwrap modifier in 3ds Max, then I exported the model to ZBrush to use it's very powerful unwrap tool.

2114_tid_fig-18.jpg
Unwrapping the model

Then I started PolyPainting ? prior to using PolyPaint you should subdivide the model because the quality of the paint depends on subdivision.

2114_tid_fig-19.jpg
2114_tid_fig-20.jpg
2114_tid_fig-21.jpg
PolyPainting the model

Now I start making my shaders. First is the body shader, V-Ray blend mat was my choice here. I used different costume mask, some of them made inside of ZBrush, some are from 3dtotal libraries and some are made in Photoshop.

2114_tid_fig-22.jpg
2114_tid_fig-23.jpg
2114_tid_fig-24.jpg
Costume masks

2114_tid_fig-25.jpg
Glass material

2114_tid_fig-26.jpg
Black-metal

2114_tid_fig-27.jpg
Rust

Render settings

Some test renders and render settings

2114_tid_fig-28.jpg
2114_tid_fig-29.jpg
2114_tid_fig-30.jpg
Test renders

2114_tid_fig-31.jpg
Render settings

2114_tid_fig-32.jpg
Render passes

Post production

As you can see I did separate element for grass to have more control.

I hope this making of was interesting and helpful for you. If you have any questions feel free to contact me. Thank you and good luck.

2114_tid_fig-33.jpg
Post production

2114_tid_main.jpg
The finished image

Related links

Check out more of Humam's work here
Humam is also on Facebook
Grab your copy of 3ds Max Projects here

 
1
Related Tutorials

Project Overview: Plymouth 1971 Cuda Hemi

by Humam Munir
published on 2013-07-09

Keywords: vehicle, car, plymouth,

rating star fullrating star fullrating star fullrating star fullrating star half (28)
Comments 2 Views 114679

Making Rick Grimes

by Ricardo Luiz Mariano
published on 2015-10-22

Keywords: Ricardo Luiz Mariano, Rick Grimes, ZBrush, making of

rating star fullrating star fullrating star fullrating star fullrating star full (12)
Comments 1 Views 18183

Creating an Insert Mesh Brush

by Gavin Goulden
published on 2014-06-12

Keywords: ZBrush, IMM, Insert Mesh,

rating star fullrating star fullrating star fullrating star nonerating star none (7)
Comments 0 Views 16909

Making of Sibilla

by Stefano Ciarrocchi
published on 2016-07-20

Keywords: Stefano Ciarrocchi, Sculptris, Sibilla, making of

rating star fullrating star fullrating star fullrating star fullrating star full (1)
Comments 1 Views 4928
Readers Comments (Newest on Top)
avatar
RAy on Sat, 09 January 2016 7:19pm
oh man , i got inspiration from you ma. great work .
avatar
Jai on Mon, 07 December 2015 4:56am
how you made it Barbs and wire--using the Twist and Bend modifiers-please help me drop me mail.
Add Your Comment..