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3d art

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St<strong>art</strong> the modelling<br />

Once we have our reference and approach – it’s time to model!<br />

04 Model the turtle base mesh<br />

I began the modelling process in <strong>3d</strong>s Max, as I find its native poly modelling tools are a very<br />

powerful and quick way to create a clean base mesh for use in ZBrush. I like to keep my base<br />

meshes fairly low-poly and loose – just enough to give me an idea of the overall form and<br />

proportions. I constantly referred to the concept <strong>art</strong> as a guide and made sure the base<br />

mesh would have just enough to work with once I took it into ZBrush for higher level<br />

detailing. The turtle base mesh was constructed from basic geometry using a spherical cube<br />

for the shell and extruded cubes for the fins and neck.<br />

D<br />

05 Sculpt the turtle<br />

Once I had the base mesh ready, it was time to take it into<br />

ZBrush to really st<strong>art</strong> bringing the turtle to life. I began with<br />

the turtle’s shell – heavily relying on reference images of sea<br />

turtles. Even though the concept is strictly fantasy-based,<br />

having realistic details helps to ground a concept and sell the<br />

characters’ believability. Most of the sculpting was done by<br />

hand at this point, using the Standard brush with Lazy<br />

Mouse to define the large scute edges, and Clay Tubes to<br />

create the lined ridge texture on the top of the scutes.<br />

E<br />

D St<strong>art</strong>ing to add some surface<br />

detail to the turtle. Take your<br />

time and experiment<br />

f Using the alpha on the<br />

right to lay down detail in<br />

a controlled and even way<br />

E Simplicity is the key here –<br />

add just enough form to block<br />

in loose proportions<br />

G The goggles, saddle and<br />

other prop models created<br />

in <strong>3d</strong>s Max<br />

100<br />

06 Turtle Alpha<br />

map creation<br />

For the flippers and neck, I approached<br />

the sculpting a little differently. I took a<br />

screenshot of the low-poly flipper base<br />

mesh in ZBrush, took that into<br />

Photoshop, and used it as a guide to<br />

hand-paint a black-and-white Alpha<br />

map. The reason for this was so I could<br />

use photo references to quickly find a<br />

way to create the intricate pattern I<br />

wanted. Once I was reasonably happy<br />

with the painted pattern, I took the<br />

image into ZBrush and used it as an<br />

Alpha map with the drag-rectangle<br />

stroke to lay the pattern down onto the<br />

higher-res mesh. Once the pattern was<br />

down on the flippers, I went back and<br />

added smaller details and irregularities<br />

so it didn’t look too flat or uniform,<br />

boosting realism. I also used the lines<br />

as a guide to build up bigger folds and<br />

creases as the appendages merged<br />

into the shell. The same technique was<br />

used for the head and neck areas.<br />

F<br />

G<br />

07 Model the props<br />

For the props, I stayed in <strong>3d</strong>s Max to model the high-res<br />

props that would be attached to the turtle’s body. I felt<br />

having the props on the turtle’s body early would give me<br />

some additional features to help judge proportions – and<br />

would especially help when it came to integrating the<br />

children. <strong>3d</strong>s Max’s poly tools are ideal for creating the<br />

precise, hard-surface shapes needed for the props. I made<br />

extensive use of renderable splines for creating ropes and<br />

trim to give additional detail to objects like the saddle and<br />

golf bag that holds the harpoons.

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