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Making of Red Hulk by Fabio Bautista, Columbia


Next, I went back to ZBrush and started to work on the pose of the model. I used the useful Transpose tool which allows us to move, rotate and scale parts of the model only by making a selection through masks. Although there is a more advanced technique to create skeletons and rigs using ZSpheres, this is a quick way to try different positions and in this case was appropriate to pose the Red Hulk model.


transpose

Texturing


The texturing process was straightforward, I just opened the model in Max and assigned a Multi/SubObject material . Then I assigned colors according to each part to differentiate them on the map. Next, I used the Render To Texture feature to create the base diffuse map.

texturing

The map generated was opened in Photoshop to paint the details and to mix with other textures. Initially, I opened the normal map and modified the levels, curves and saturation and then it was blended in Soft Light mode.

texturing2

Taking a copy of this map and then tweaking it again, helped me to apply details, highlights and shadows to the texture, then I touched up by using the Photoshop paint tools.

texturing3

I added more detail to the map making use of some brushes and mixing it with some other textures. I also worked with a color palette with similar tones to the initial colors to create a uniform graduation, especially for the skin tones.

texturing4

To complete this process, I added some details of stains and imperfections on the skin and finished working with the AO (Ambient Occlusion) map. To get this map, I went to Max and used the Render to Texture dialog again, but this time I used the high-poly model for the projection. Finally it was applied as a layer in Photoshop in Multiply mode.


texturing5

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