Hi, my name is Robin Benes and my internet nickname is Tes. In this making, I would like to present to you the process of making my picture "Rifleman". I will show you how I proceeded with the modeling, texturing and postproduction.
The most inspiring thing for me is art by Blizzard entertainment and because I´m a big fan of Warcraft I have started work on "my" Rifleman. I used 3ds max, Zbrush, Photoshop, Brazil R/s.
Reference Images
This was my plan on how to work:
1. Get reference images
2. Character modelling
3. Unwrapping
4. Texturing + Shader testing
5. Adding details with Zbrush for displacement maps
6. Rigging and posing
7. Camera placement,lighting and rendering
8. Postproduction
Character Modeling
I´ve started with head - I think that it´s the most important part of every character. Every time I try to keep my polycage fairly simple and lowpoly, then export it into ZBrush as .obj format and do a lot of tweaking and then import it back in Max.
Textures
Resource Photos for my textures are taken www.3d.sk. For head i did 4096 * 4096 px textures
Color |
Bump |
Specular |
Displace |
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