Making of Rifleman
by Robin Benes Web: www.tes3d.com


Body Modeling


It is same like the head - Create a low poly model with right mesh topology for good rigging and export it to Zbrush, add details, calculate displacement maps and export it back to max with 1 divide-to keep some basic mesh details done with Zbrush. I didn´t create any great details for the body because the armor covers almost everything


Body Textures

Because whole body have only one 4096 * 4096px texture and I used 5 different mask textures for masking shaders - skin, fabric, metals, leather. On the body were used 14 textures - by 2048*2048 to 4096*4096


Color

Bump

Specular

Leather Mask

Fabric Mask

Skin Mask

Armor

Armor was the biggest and the most important part of the character. In the original artwork by Blizzard, armor is "simple" and looks cheap. I liked to make it like some rare and extra expensive stuff.



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