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 | 6
Making Of 'Thrull'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(Score 4.29 out of 5 after 7 Votes)
| Comments 1
Date Added: 9th December 2009
Software used:

I also created a lighting map of my model that would help showing the peaks and valleys thoughout my model and generally give me a better idea of where I painted detail just on a 2D surface. This is helpful for giving colour to veins, showing where seperate materials (or pieces) would be on a model and, if needed, can be used to bake lighting into your texture.

Using this and my UV layout as a guide, I started painting in basic colours to test what colour schemes I wanted to go with and as a reference for where pieces begin and end. I then began combining layers of photosourced images to give the texture detail. After that I used a few different brushes to create colour variation in the skin and also added extra details that couldn't be given by the photos. Thrull is fairly desaturated in colours, I didn't want to make him an overly colourful I wanted to draw attention to his eyes, arms and stomach mouth (the blue parts, basically.)

After the diffuse texture was complete, I made a desaturated version of it, toned down it's contrast and used this as a base for my Spec map. I made the areas that would be less shiny more dark and the areas that I really wanted to pop lighter. For example, the contrast on his scale parts are much higher contrast than the skin on his body.

After all of this was done, I still wanted to pop out the blue areas on him a little more so I added a very faint Self Illumination texture to where these areas were. Basically, on the texture, all of the parts are black except for these blue areas which are grey.

After your character is fully textured you can, if you haven't already or if you even need to, merge all of the pieces together to make a solid mesh and weld together any points that would otherwise cause a seam

Basic Rigging

I kind of rushed this part unfortunately, because of the competition deadline I didn't have enough time to construct a fully working rig. Better yet, I wanted to spend more time on texturing and modeling than rigging. I created a series of "dummies" and positioned them where I wanted the mesh to deform for the final pose that I had to submit. Also, these dummy controllers need to be positione din a way that, when applying the envelope to the character, would deform evenly.

I put ones at the head, neck, multiple ones down the spine(s), shoulder, bicep, forearm, hand, quads and shins. After I positioned all of these how I wanted them, I selected my character, applied a skin modifier (your 3d app of choice will have a different method for this, but the principle is the same), selected all of the dummies I created and then assigned vertices to each dummy. After this, I moved the dummies around to pose the model: Moving his head to look at the camera, twisting his spine slightly, lowering his arms and altering his legs to look as if he was taking a step.

I'll admit, it's a very basic way to go about it but it does get the job done. Posing your character, even if it is a basic one, really helps give it an extra level of professionalism when showing off your final renders. Just taking your character out of it's neutral pose can help it's presentation so much.

< previous page continued on next page >

1 | 2 | 3 | 4 | 5 | 6
Related Tutorials

Making Of 'Dominance War IV: Bishop'

by Gavin Goulden
published on 2009-06-25

Keywords: character, human, male, dominance, bishop,

rating star fullrating star fullrating star fullrating star fullrating star full (13)
Comments 1 Views 241501

Defining Seams With Polygroups

by Gavin Goulden
published on 2014-05-28

Keywords: ZBrush, Polygroups, Clothing, Seams

rating star fullrating star fullrating star halfrating star nonerating star none (11)
Comments 0 Views 21838

Creating Facial Hair with FiberMesh

by Gavin Goulden
published on 2014-06-19

Keywords: ZBrush, FiberMesh, Face, Hair, Beard

rating star fullrating star fullrating star fullrating star fullrating star none (4)
Comments 0 Views 27145

Making Of 'Leviathan'

by Gavin Goulden
published on 2009-12-09

Keywords: character, creature, monster, leviathan,

rating star fullrating star fullrating star fullrating star fullrating star full (1)
Comments 0 Views 93342
Readers Comments (Newest on Top)
Nathan on Tue, 20 November 2012 8:08pm
Nice work on the model and the textures very good i love that model keep the good work up mate. :)
Add Your Comment..