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Character<br />

Step by step: Create<br />

a Lovecraft legend<br />

Cthulhu 2009<br />

I wanted to create something squid-inspired<br />

because I like the texture and to play with scale and<br />

colours to make a dynamic image<br />

Chris Nichols specialises in modelling characters and creatures<br />

I<br />

n November of 2009 I was asked by Pixologic to<br />

present at the Vancouver ZBrush User Event and had<br />

some ideas to make my own version of HP Lovecraft’s<br />

Cthulhu. I had done a sketch a while ago and dug it up to<br />

consider modelling it. I wanted to show off some of the<br />

strengths of the latest version of ZBrush, namely a few of<br />

the brushes and tools and the amount of polygons it can<br />

handle. I had about three weeks in all to model/texture and<br />

render the scene ready for the event and wanted to try out<br />

some things I hadn’t indulged in before, such as ZBrush’s<br />

Polypaint for texturing and Decimation Master for<br />

exporting hi-res meshes that have been modified to retain<br />

their high level of detail while being under a million<br />

polygons. All in all I was presented with some interesting<br />

challenges, but enjoyed the project thoroughly.<br />

Concepts<br />

Inspiration behind the scene<br />

To get a good idea of the design<br />

01 possibilities I collected as much reference<br />

material as possible, firstly of <strong>art</strong>ists’ interpretations<br />

of Cthulhu, as I wanted to see what had been done<br />

already. Next I collected pictures of squid and various<br />

other cephalopods to give me some ideas for shapes<br />

and textures.<br />

St<strong>art</strong>ing with simple sketches, my<br />

02 version of Cthulhu begins to take shape until<br />

I’m happy with the overall look of the design. I’m not<br />

too concerned about the colours or surface textures<br />

as this point, but just want a good idea of what I’m<br />

about to model.<br />

I st<strong>art</strong>ed out by quickly modelling a head and<br />

03 body that I was going to use in ZBrush. I could<br />

have used a generic base mesh, but wanted to make sure<br />

I had edge loops in the right places so I could get the<br />

necessary details into the face.<br />

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