Professional Documents
Culture Documents
distortion of images.
separate files, one for the front and one for the
Basic Modeling
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page 5
Chapter 01
Poly Modeling
temporary eyeball. You can find all your poly
editing tools in the Edit Mesh menu, and you
can add those you use most to your custom
shelf by selecting a tool while holding the Shift
and Ctrl keys.
Create a polygonal sphere and adjust it to match
the position of the eyes from your image planes
(both front and side). From the front view create
a cylinder with 12 sides, which is slightly bigger
than the eyeball, then place it in front of the eye.
We will use this cylinder to shape the first row
of polygons for the eyelids. Delete the polygons
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page 6
Chapter 01
step of Fig.05.
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page 7
Chapter 01
in Fig.08.
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page 8
Chapter 01
Anto Juricic
Web: http://anto-toni.cgsociety.org/gallery/
Email: monty.band@gmail.com
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page 9
Chapter 01
02
modeling the features
eyeball.
as demonstrated in Fig.02.
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page 11
Chapter 02
the face.
its not a big deal if you dont get it right the first
time.
geometry density.
complete.
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page 12
Chapter 02
Anto Juricic
Web: http://anto-toni.cgsociety.org/gallery/
Email: monty.band@gmail.com
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page 13
Chapter 02
03
unwrapping
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page 15
Chapter 03
side (Fig.04).
overlapping.
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page 16
Chapter 03
(Fig.06).
Mapping.
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page 17
Chapter 03
Unfold smoothing.
aligned vertically.
Apply.
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page 18
Chapter 03
UVs for the mirrored side and you can move that
next time.
Web: http://anto-toni.cgsociety.org/gallery/
Email: monty.band@gmail.com
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page 19
Anto Juricic
Chapter 03
04
texturing and shaders
1024 x 1024.
Spotlight Projection.
LazyMouse option.
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page 21
Chapter 04
techniques as before.
page 22
Chapter 04
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page 23
Chapter 04
menu > Other > High Pass. Set the High Pass
radius to 10 pixels.
Photoshop.
take a break.
pixels.
and cheeks.
together.
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page 24
Chapter 04
Sub-surface Color.
engine.
Anto Juricic
Web: http://anto-toni.cgsociety.org/gallery/
Email: monty.band@gmail.com
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page 25
Chapter 04
05
hair and clothing
as illustrated in Fig.01.
the shirt.
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page 27
Chapter 05
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page 28
Chapter 05
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page 29
Chapter 05
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page 30
Chapter 05
in Fig.11.
Anto Juricic
Web: http://anto-toni.cgsociety.org/gallery/
Email: monty.band@gmail.com
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page 31
Chapter 05
06
rendering and lighting
as well.
lighting process.
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page 33
Chapter 06
painting.
to the cap.
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page 34
Chapter 06
(Fig.06).
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page 35
Chapter 06
rendering power.
still have some room for improvement in postprocessing. One of the most obvious additions
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page 36
Chapter 06
Anto Juricic
Web: http://anto-toni.cgsociety.org/gallery/
Email: monty.band@gmail.com
Even some of the most modern forms of art are influenced by traditional techniques, methods and styles. With
the arrival of ZBrush came an opportunity to put into practice many of the techniques that were used in classical
sculpture by sculptors from some of the most recognizable periods in world history. In this tutorial series Rafael
Ghencev will dissect the history of Greek and Roman sculpture and show you how to create an image in that
style. Not only will Rafael talk you through the sculpting, but will also show how to texture and present your sculpt
in a classical style. This series will also give some great anatomy tips, and provide you with some great tricks to
help you present your sculpts.
Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 30
Creating cartoon animals is a great starting point for anyone who is thinking about having a go at 3D. Cartoon
animals are usually made up of shapes and forms that are fairly simple to model, and since realism is not
the focus of this kind of work, it gives you an opportunity to be expressive and experimental at all points of
the creative process. In this eBook the artists will be talking you through how to approach this task, firstly by
concentrating on how to create your idea, but then moving on to the modeling, texturing and post-production.
Each chapter provides you with an opportunity to see into the workflow of these outstanding industry
professionals and learn valuable techniques you can use in your own workflow.
Original Author: 3DTotal.com Ltd | Platform: 3DS Max & ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 52