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3d art

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Character<br />

Detailing the costume<br />

Adding surface properties and clutter<br />

z<br />

25 Hair and feathers<br />

For the ponytail, I first mask off the hair tie-downs and then use the Standard brush with<br />

Alpha 54 and brush along the length. After, I invert the mask and inflate the tie-downs. The<br />

feathers are treated in much the same way. Since all the feathers will use the same UVs and<br />

textures, we only need to sculpt one and duplicate y.<br />

aa 27 Leather and<br />

boot detailing<br />

For most wrinkles, I like to<br />

use Alpha 54 with the<br />

Standard brush. The first<br />

pass is to create the major<br />

wrinkles and the other<br />

passes are very light to<br />

smooth and blend. Finally,<br />

using Alpha 59 with the<br />

Brush Tip set to DragRect, I<br />

add a slightly cracked<br />

leathery surface aa.<br />

28 Shield and weapons<br />

For the weapons, I need to make the surface look like metal<br />

or wood. For wood I use Alpha 58 to help create the wooden<br />

grain and planks. The metal needs to feel like crude, beaten<br />

iron, so I use the tortoiseshell-like Alpha 25 with the Brush<br />

Tip set to DragRect. To create a beaten look, I mask off any<br />

non-metal areas and work from large to small bb.<br />

bb<br />

y<br />

y Sculpt the feathers using<br />

Alpha 54 for a subtle bump<br />

and then use the Slash brush<br />

to break up the edges<br />

z I use the Slash brush to<br />

quickly incorporate cracks<br />

and knit marks<br />

aa The Slash2 brush is used<br />

to break up the leather to<br />

simulate patches<br />

bb I made a mask using<br />

Alpha 58, inverted it and<br />

brushed over to create a<br />

wooden plank effect<br />

cc Draw simple scrollwork<br />

onto the surface, invert<br />

and then inflate<br />

26 Headdress<br />

As with the body, I do an overall pass on the headdress to<br />

rough out the shapes. When complete, I st<strong>art</strong> to add bonelike<br />

details. The skull should look old and worn, so using the<br />

Spray stroke with a Standard brush, I add a Bump texture to<br />

recessed areas and keep raised areas more smooth. Next, to<br />

add a more fibrous look to the bone, I use Alpha 54 to<br />

quickly brush in ridges and recesses z.<br />

Halfway there<br />

With the first p<strong>art</strong> done, the next step is to show how to<br />

use the hi-res model to render out Normal and AO maps<br />

to use as a base for Diffuse and Specular textures. I’ll<br />

import the model into Maya for some quick rigging and<br />

posing and back into modo for tweaks and final scene<br />

setup. Lastly, I’ll use the textures combined with<br />

advanced shaders to render out the image in a dramatic<br />

environment to complete this magnificent warrior.<br />

cc<br />

29 Final details: war wounds, weathering<br />

and battle damage<br />

Using the Slash1 brush, I add several scars and cuts to the<br />

body and the equipment. To add smaller details such as<br />

extra bits of wrapping, I mask off the desired location, invert<br />

and use the Brush tool with Alpha 45 to quickly add depth.<br />

When complete, I invert the selection and use the Move<br />

brush to tuck in and tidy the edges cc.<br />

87

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