Modelos 3D Prontos, Tutoriais etc

TUTORIAIS ------

March 13, 2008



Concept

Character: This project started out as an anatomy study. I didn't feel like making a standard human, and wanted to make something interesting...something that'll keep me hooked to the project. So, I decided to make something that I can relate to, and thus started my first attempt at creating a new character design. I've studied a lot of existing concepts and sculpts for inspiration, and I've always been fascinated by Blizzard Entertainment's Artwork. Tauren Shaman from the World of Warcraft and the Minotaur by Aaron St. Goddard totally inspired me to create a character that is part human and part animal. The human part was there so that I can study human anatomy, and the animal part is to keep me hooked ;) I had to choose the 'animal' part of the character. I'm crazy about Dinosaurs, so it wasn't hard. But I didn't want a simple 'Dinosaur Man',so I added in the Minotaur bit which inspired me in the first place and that’s how the 'Dinotaur' was born. Dinotaur or more precisely 'Dinotavr' translates to "Bull of the Dinos". So, I wanted to capture the feel of a strong Warrior, instead of going in the 'scary monster' route.

Armor: Again, a lot of Blizzard inspired stuff here ;) But I added in a few more things that I love : Samurai Armor Design and a bit of Dinosaur armor too, for example the spikes on the tail were based off a Stegosaur, and the claws on his left hand were added for the 'T-Rex' feel.

* For those who wish to know whatsup with the "Dawn" thing: I wanted to get back to basics and start anew. I had no idea what I'd be making, so the project was codenamed 'Dawn' to reflect my desire. Even after I'd finalised my 'Dinotaur' design, I didn't feel like dumping the 'Dawn' from the name...So I named him 'Dawn', though it doesn't sound like the name of a warrior, it just had to be it.


Modeling the Body

This was the most exciting part of my project. I was deeply inspired by Kolby Jukes's attention to detail, and I wanted to make my Dinotaur as muscular and organic as I could. This was my anatomy study and I spent a lot of time on studying the human form before I started sculpting.



I started blocking out the model in 3ds max using the box-modeling technique. I basically put the major forms and the overall proportions in this stage. I had 2 image planes with sketches of the silhouette I wanted. I found that using the DirectX shader will give crisp image quality on the planes.

Once I had the blockout in place, I started subdividing to add more form to the mesh. I wanted a moderately dense basemesh without any of the minor details. I spent quite a bit on getting a good meshflow and found it to be very important for a basemesh. I've tried to keep triangles and 5-sided polygons to the minimum as they would cause distortion later in the sculpt. I found the "Relax" brush in max to be very helpful in cleaningup and spacing the edgeflow for an even topology. The final basemesh turnedout to be roughly 10k triangles. I've unwrapped the mesh using Pelt Mapping in max and exported it to OBJ. I double checked my Pivot in max to make sure that it’s at the absolute center.


At the end of it, I had the basemesh ready for detailing in a sculpting app, in this case, Mudbox.

Sculpt





Understanding the forms lying underneath the skin and how they relate to each other is what you should be stressing on.

Level 0: I've imported my basemesh into Mudbox and turned on the X-Symmetry. I spent time on refining the forms and fixing a few proportions. The "Bulge" tool with a low strength helped with the form refinement, and the "Move" tool is the best for fixing minor proportion issues.

Once I'm completely satisfied with the overall form, it’s time to subdivide to Level 1.


Level 1: The focus in this division was on getting into the forms developed in the previous level. I had enough polys to hint at the details of each of the individual forms. A lot of time was spent in this division and again I've used the Bulge Brush [along with the Smooth brush] to bring out the forms. Feel free to smooth out a form and refine it if you feel that it didn't turnout well. You can also use the Move tool with a low intensity to move some muscle definition.

At the end of it, I had all the muscles well defined to an extent possible at the current level, it’s time to make the forms crisper and more organic, so onto the next level.


Level 2: All of a sudden I've got a LOT of polys to handle. Focus, was again on developing the forms. This time I got enough geometry to addin minor muscles, some subtle, major veins on the neck and the arms and in general more detail to each of the individual forms, and faint muscle striations connecting these forms. I've used the "Curves" in Mudbox to define each of the muscles separately and found it good for poppingout smooth curves that makeup each muscle [which I later smoothed up to the extent that they are very subtle]. I also found the "Pinch Brush" to be a great tool for making the forms crisper. Pinching around the forms really helps them standout better, and adds to the 'organic' feel. Once I'm happy, I divided to start on the actual detailing.

Level 3: At this stage,I had all the forms in place.No more changes to the major forms/proportions. I started with the detailing. At this level I've found the "layers" feature in Mudbox to be of immense help. I could put all the veins on one layer, crisp bony detail on another,and more minor muscle striations on another etc. And the best part is the ability to control the Transparency of these layers,I could choose how prominent I want the veins to be by playing with the slider.

Level 4: I'm pretty much done with sculpting my model. This stage was mostly about removing the symmetry and adding more, very subtle details. I've disabled the X-Symmetry, and started using the Move tool to randomly move the forms [very subtle again; I went a division or two lower for more control]...and added in a few asymmetric details all over. The muscle striations were pinched upon to make them look "tighter" and I've added more detail on the face, and the back [the horny detail]. I've also added subtle details like the nipples, cuts on his nails and very minor details even at places that are hard to notice in the standard views.

Level 5: This is where the scaly reptilian skin details go. I've mostly used aplhas of reptile skin as Stencils for detailing. Again its great to be able to add the detail on separate layers. I've saved some tiling skin detail for later [in the texture]. Once done with the modeling, I've generated the NormalsMap and DispalcementMap from Mudbox [default settings].

It was time to start on the armour. I took screencaps of the Front and Side views,and painted over the armor design in photoshop for a clear picture.




Armor





Sculpt



Once I had the armor pieces blocked out, I started sculpting the details one piece at a time.

I started with the skull, then moved on to his belts, the loin cloth, armor plates, horns and finally the wraps. Again, layering in Mudbox proved to be priceless here. And more pinching for crisp cuts/dents in the details. I've also added in some spikes in the skull [very lowpoly cones] and belts to hold the skull to the shoulder plate [polyboost again].


Weapons



I made 2 weapons for him. A pike and a big sword. Both of them carried the theme from his armor but I chose to scrap his sword as it just didn't seem to go well. Again the wraps were made using polyboost. The weapons themselves were box modeled. Once done with the blockout, I've detailed the weapons in the same way I did the armor.

Once I'd finished detailing the weapons, I spent some tweaking the whole character, and when I was finally happy it was time to call the modeling done.





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