Professional Documents
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Roumen Filipov
roumenfilipov.com
Roumen Filipov is a 3D
generalist born in Bulgaria,
currently living in Brazil.
His specialty is making 3D
characters for film and the
advertising agency.
3DTOTAL EBOOK | Creating a stylized character
Character ZTool
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CHAPTER 01 | Modeling in ZBrush
The character will be a steampunk pest The process of sculpting the ears
exterminator girl with an athletic figure and
all her equipment ready for the job. Now, let’s
have fun!
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3DTOTAL EBOOK | Creating a stylized character
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CHAPTER 01 | Modeling in ZBrush
ZRemesher configuration
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3DTOTAL EBOOK | Creating a stylized character
Examples of deformations
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CHAPTER 01 | Modeling in ZBrush
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3DTOTAL EBOOK | Creating a stylized character
out the materials, I use a slightly reflective metal like the gloves and belt. A good tip is to never
palette and basic materials that can guide the simulating bronze; SkinShade4 for parts like skin, use 100% saturated and vibrant colors, except
texturing and render later. I use a triad of colors eyes and hair; MatCap gray for inorganic parts like in extreme cases like a magical stone in the
with shades of yellow, blue and pink. To plot clothes, and SoftPlastic for less reflective parts character’s armor.
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CHAPTER 01 | Modeling in ZBrush
The Artist
Roumen Filipov
roumenfilipov.com
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3DTOTAL EBOOK | Creating a stylized character
Scene files
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CHAPTER 02 | UVing with 3ds Max
Improve your ZBrush workflow Decimation Master workflow and 3ds Max setup
by following Roumen Filipov’s
tutorial advice…
This is the second of a series of four tutorials
covering the production of a stylized 3D
character of a steampunk pest exterminator
girl using ZBrush and 3ds Max, from the
initial blocking to the final render and post-
production. In this second part, we will look at
the modeling and retopology of the sculpted
mesh done in the previous tutorial as well as
UV mapping techniques, all inside 3ds Max.
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3DTOTAL EBOOK | Creating a stylized character
Using primitive cylinders and the Conform brush to model the arms
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CHAPTER 02 | UVing with 3ds Max
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3DTOTAL EBOOK | Creating a stylized character
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CHAPTER 02 | UVing with 3ds Max
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3DTOTAL EBOOK | Creating a stylized character
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CHAPTER 02 | UVing with 3ds Max
The Artist
Roumen Filipov
roumenfilipov.com
and turn on Rotate, then finish by clicking the an eye open for any UV distortions in the more most critical ones. To visualize them, always have
Pack Normalize button to rearrange the UVs into visible areas. a good checker texture to hand to see if all the
one tile. squares are well distributed. The standard black
It’s almost impossible to have a zero-percent and white checker in 3ds Max is usually not very
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3DTOTAL EBOOK | Creating a stylized character
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CHAPTER 03 | Adding displacement detail
As soon as I have my model subdivided and production-friendly, so I keep with sculpting the
ready, I start to sculpt the most delicate wrinkles old way. The secret for me is to always observe
around the eyes, mouth, hands and neck. Finally, what places in the body inflict more tension on
I use the Standard brush with the stroke on the cloth and try to sculpt all the folds coming
DragRect to spread some pores and very fine from those spots. The result is always some kind
wrinkle alphas all over the body. It’s important to of generic but believable fabric behavior over the
look very carefully at how you distribute the size body. If the character’s clothes are too loose and
and direction of pores. One thing that’s good to hanging from the body, I usually pose the base
remember during this whole process is that every mesh first and then sculpt the folds according to
detail needs to be twice as strong as the other the pose, but in this case, the generic cloth over
surfaces, because SSS (subsurface scattering) the body will work fine, even in more extreme
kind of ‘eats’ a large part of it, even with good poses. The stitches are all made using the stitch
reflections in the shader. brush with the alphas shown in the picture.
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3DTOTAL EBOOK | Creating a stylized character
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CHAPTER 03 | Adding displacement detail
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3DTOTAL EBOOK | Creating a stylized character
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The Artist CHAPTER 03 | Adding displacement detail
TOP TIP
UV Master solution
Sometimes, even with the correct
setup, distortions may occur in some
areas when you apply the maps in
3ds Max. A workaround for this is to
always unwrap the mesh again in UV
Roumen Filipov
Master, checking the ‘Use Existing UV
roumenfilipov.com
seams’. This correctly recalculates
the distance between the edges for
displacement generation.
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3DTOTAL EBOOK | Creating a stylized character
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CHAPTER 04 | Posing and rendering
Roumen Filipov shows us how Hair emitter geometries and hair density masks
to bring characters to life with
a simple pose…
This is the last of a series of four tutorials
covering the production of a stylized 3D
character – a steampunk pest exterminator
girl – using ZBrush and 3ds Max, which was
made since the initial blocking until the final
render and post-production. In this fourth
phase, we will learn how to achieve our
desired hairstyle using 3ds Max’s native tools,
and how to set up the render and lighting in
V-Ray. Finally, I’ll mention some quick post-
production tips in Photoshop.
Combing process using Hair and Fur Modifier
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3DTOTAL EBOOK | Creating a stylized character
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CHAPTER 04 | Posing and rendering
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3DTOTAL EBOOK | Creating a stylized character
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CHAPTER 04 | Posing and rendering
Post-production in Photoshop
After this, I play with local specular and reflection adjustment layers to correct some colors and chromatic aberration, but always take care to not
elements to increase and even change the color values, like Color Balance, Curves and Levels. You add too much distraction around your subject,
and intensity of the metallic objects. I add some can add some subtle effects like lens dirt and the character.
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The Artist
3DTOTAL EBOOK | Creating a stylized character
TOP TIP
Super Simple Rig
You can find all you need to know
about the rig I used in the tutorial
at this link. It’s totally free, and at
the bottom of the page you can
find instructions about installation,
Roumen Filipov
building the rig and animating with it.
roumenfilipov.com
You will also need the Pen Attribute
Holder modifier from this link.
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