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Making of Evil Gremlin by Miguel Angel Flores Moreno, Spain Web: www.miguelfloresdesign.com

gremlin

Intro - A few years ago I enjoyed watching the movie “The Twilight Zone” and since then, image of the creature from the last of the stories, called “Nightmare at 20.000 ft” stuck in my retina. Recently I had the chance of seeing this movie again and I decided to make my own version of this creature in 3D.

Modeling - This time I decided to create the base model in ZBrush, using Zspheres. I made a simple geometry model without the fingers or toes, as I would model them later in 3Ds max during retopologizing process. Once defined the general proportions of the figure, I began to add more specific details, defining muscles structure etc. ..|

When everything fit globally and in order to add more detail, I had to do the basic retopo using ZBrush itself. Then I exported the model to 3ds max to add the hands and feet, especially modeled for this occasion. With the definitive mesh conformed I applied a “Unwrap UVW” modifier to assign texture coordinates and exported it back to ZBrush.

Back in ZBrush - I projected the old mesh over the new imported mesh, to continue adding more details.


The hair, teeth and eyes were all modeled in max. In the particular case of hair, I decided to use the plug-in included in 3ds max, “Hair & Fur,” which allowed me to create quite quickly the cut and style for creature’s hair. Once satisfied with those parameters, I converted the Hair & Fur splines into an editable object for finer adjustments.

hair wireframe
closeup

The pedestal was modeled in MAX and details given in ZBrush. For this I used some images which I had in my harddisk (trees and ground) properly edited with Photoshop adjusting levels and saturation values. Then use the same images, I created the alphas to be used later to sculpt in ZBrush.


Once happy with the results of the model, I began the posing process and for this, once again, I used ZBrush, using Transpose Master.

workflow

The next step was to get everything ready for exporting to Max and render the final image, so I generated the displacement and detail maps (bump map) for Max and Vray.


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