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Making of Red Hulk by Fabio Bautista, Columbia

red hulk

Since childhood, I’ve been a big fan of the comic books and have always tried to include some of this style in my work. I recently had the opportunity to participate in the Comicon Challenge 2009. The challenge consisted of creating a representation of one favorite action character of comic books, no matter if it was hero, heroine or villain. As this is a competition specifically related to character creation for games, had some restrictions like not being able to use more than 10k triangles in the final model and to create 2048 x 2048 texture maps.

Idea

One of the comic book and movie characters and that I have consistently followed is the Incredible Hulk. I always wanted to make one that looks as real as the movies, but comic’s likeness. But there are so many versions created by different artists and an equal number of representations in 3D, I thought about doing an unusual one.

Thus was the idea of making Red Hulk, a character not well known in movies or games, but even so in comic books? This character is an evil version of Hulk, created by Jeph Loeb and Ed McGuiness (one of my favorite comic artists) and according to them, he is more aggressive and intelligent, besides having all the abilities of Hulk. The main difference with the original Hulk is that it does not become stronger with anger, but rather radiates increasing levels of gamma radiation. In some editions also called Rulk to distinguish him from the original Hulk character, but personally I prefer the original name.

Keeping all this in mind, I began searching and collecting images that I could use as a reference for creating my own version of this strong character.


High - Poly Modeling

The first thing I do with this kind of characters for games, is to create a high-poly model, which later on I can use to transfer all the geometry detail to the texture maps. Starting from a box and by using the polygon editing tools, I began creating a base mesh in Max and exported it to an .obj file. Once inside ZBrush, I imported this basic form and began to move vertices with the Move brush, looking for a more defined shape.

modeling

When I am satisfied with the overall proportions, I retopologized it, always trying to keep a balanced number of quad polygons in the entire model’s surface. From this model I created other parts such as the pants and hair, making a selection by using the <CTRL> key and drawing a mask selection with the Standard brush.

mask selection

Once I made the selection (shaded in the model) I used the Extract function to create the new object, which is added automatically to the SubTools panel.

hairs


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