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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.