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
Making Of 'Bad Dream'

| Your Rating:
rating star fullrating star fullrating star fullrating star halfrating star none
(Score 3.33 out of 5 after 3 Votes)
| Comments 0
Date Added: 9th December 2009
Software used:

Now that I've finished the modeling, it's time to skin it. Doing this I can make the pose, like my concept drawing.
I built a fairly simple skeleton rig with max's standard bones and added some simple controls for the limbs.
I added the skin modifier on top of my poly surface first, and then all the bones of the skeleton rig.

As soon as the skin phase is finished, it's time to do some texturing work!... I added Unwrap UVW modifier and started pulling and pushing the UV's, trying to make them as flat as possible. It's good way to be in sub object mode, so you can see directly in the view port, all the polygons you select in the UV editor.

After I opened photo shop, I imported a screen shot of the UV's, and started painting the diffuse map. I wanted the skin to be smooth and translucent, so I don't need to create a bump map for the skin.

I've created a spot light. I added a Volume light to Atmospheres & Effects rollout.
The shaders played a very important role in what I was trying to achieve for how the skin should look. For achieving what I had in mind, I needed the light to bounce around to create that soft and warm look. I used mental ray render, because it can do Global illuminations & Final Gather calculations. Another important reason for using mental ray was the fact that it supports subsurface scattering effect; very important for creating the soft and translucent effect.

Here is a test I've done using the elements mentioned before,(volume light & translucent effect).


For achieving the translucence, I recommend everyone to play with these shaders and find your own way to do the SSS effect. You can achieve interesting looks by just playing around with the parameters.

Mental ray for max comes with different SSS shaders. I chose the SSS Fast material(mi) shader. I've started playing with the parameters of this awesome shade offer, trying to get the translucent look of the skin. One important fact is the number of samples for this shader. The higher the better, but consider this, it slows down the rendering process by doing this.


< previous page continued on next page >

1 | 2 | 3
Related Tutorials

Making Of 'Space Vagabond Scout Sniper Armor'

by Rodrigo Branco
published on 2012-10-29

Keywords: scout, sniper, character, armor,

rating star fullrating star fullrating star fullrating star fullrating star full (8)
Comments 0 Views 105420

The process behind the 'Mouse' sculpt

by Paul Deasy
published on 2017-01-27

Keywords: Paul Deasy, ZBrush, character, making of, Maya, Photoshop

rating star fullrating star fullrating star fullrating star fullrating star half (8)
Comments 2 Views 14447

Basic Cloth Simulation Tutorial

by Roberth Vala
published on 2011-08-22

Keywords: character, cloth, simulation, animation, modeling,

rating star fullrating star fullrating star fullrating star fullrating star none (31)
Comments 2 Views 51524

Making Of 'The Last Night'

by Carsten Holtmann
published on 2009-12-09

Keywords: character, human, male, face, armor, knight,

rating star fullrating star fullrating star fullrating star fullrating star full (1)
Comments 1 Views 70487
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..