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Making of “My uncle cthulhu”

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Clothing :
I obtained the t-shirt by using a “push” modifier with a low value on a cloned part of the torso. A “shell” modifier was used to give some thickness. The same method was used for the vest, combined with a displacement mapping to give the "stuffed" effect. Then, the clothes elements were converted to editable polys to be refined, and to clean all the useless edges generated by the shell modifier.

My first idea was to use black leather for the vest, but that dark material gives not enough contrast with the dark tonality of the background than I chose. An indigo blue jean was a good alternative to fit perfectly the biker’s character concept.
All the fabric textures were based from high resolution images of my own clothes, directly inserted in the scanner and mixed with dirt textures, to obtain a “second hand” look.

Tiff bitmaps were generated by the texporter plugin for all the elements, used as a base for the photoshop painting process. In that case, the alpha channel is very useful.
Details :
Ornamental elements like the Sheriff stars or belt plate were generated with basic splines extruded with a “bevel” modifier, converted to polys and then adjusted on the body with ffd boxes. The silver jewels were made of a distorted torus, cloned along a spline with the spacing tool, and finally adjusted with a ffd deformer too, to make adjustments and give illusion of weight. The zip where obtained with a similar method, a little "L" (B) shaped mesh cloned several times along a spline (A) , done with the "create shape from selection" (C) tool.
I deleted all the edges and elements not visible on the final render, to save memory resources during rendering. At last, I used a big ffd box deformer on all the elements related to the character, to give a more natural posture.

The eye texture was inspired by a real squid picture. I chose a rectangular pupil to have a more mysterious gaze. The spots came from a melon picture.

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