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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