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Making of Red Hulk by Fabio Bautista, Columbia


To create the pedestal, which was a section of damaged road, I used a similar procedure, I began creating a basic form in Max, then exported it to ZBrush to sculpt and add final details through alphas.

pedestral

Low Poly Modeling and Normal Mapping

After, it was the turn of the low poly model. First, I placed the high poly model and went down to a medium subdivision level trying to keep the overall detail.

Then it was exported to an .obj file to open it in Max and once there overlapped it to the initial base model. From this model I made a mesh with a new topology by using Polyboost and Max’s polygon editing tools.


low poly

Once this model was ready, I started the UV mapping. Although usually I use the unwrapping tools of Max, especially the pelt tool, I also sometimes use Unfold3D, a quick and effective tool when performing these tasks. What I did was mark cut lines on key places such as the neck, trunk, back and on the inside of the limbs, trying to make the fewest number of divisions, to keep recognizable these areas when painting and creating the textures.



mapping

When I finished this task, the model was exported back to open it in ZBrush and create the normal maps. The importance of these maps is that they transfer all the detail created in the high poly modeling stage to the low poly model, making it appear to have more detail in geometry than it really have. It’s just a visual effect, which is effective from any point of view. This allows adding high detail to low poly models, and that’s the reason for its continuous use in games industry today. To start, I placed the high poly model without mapping and went down to the first subdivision level.

zmapper

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