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Artist<br />
Showcase<br />
Axe Battler<br />
ZBrush, Maya, modo, XSI,<br />
Photoshop, Mudbox (2008)<br />
Tarik the Axe Battler created for<br />
the SEGA videogame, Golden<br />
Axe: Beast Rider released on the<br />
Sony PlayStation 3 and<br />
Microsoft Xbox 360. The<br />
character was modelled in<br />
Maya, hi-res sculpt created in<br />
ZBrush, Normal maps created<br />
in Mudbox, Ambient Occlusion<br />
in XSI, textures edited in<br />
Photoshop and modo used for<br />
UV unwrapping, texture cleanup<br />
and rendering. The character<br />
is roughly 15,000 polygons with<br />
three 2,048 x 2,048 map sets.<br />
03 Render Normal maps in modo<br />
All lo-res geo has a TextureRender material applied with Smoothing Angle set to 180 as well<br />
as a 4,096 x 4,096 blank texture with Effect set to Normal. The hi-res geo also has its own<br />
shader set to 180 to get an even surface. Duplicate Normal maps are rendered out at<br />
different distances to help patch out errors caused by surfaces crashing into themselves C.<br />
c<br />
d<br />
Ultimo Bust<br />
modo, Photoshop (2010)<br />
A close-up of a major boss in the Iron Man 2 videogame. In game, the<br />
character is about 600 feet tall and is comparable to a full and<br />
animated level; basically Iron Man is about the same size as two of<br />
the eyes. This surface of the model is supposed to look massive, with<br />
many small structures, weapons and details.<br />
War Boar<br />
ZBrush GoZ, modo (2010)<br />
A ‘Boar’ 101st Airborne<br />
Soldier, created using ZBrush<br />
GoZ and modo 401. Since<br />
GoZ really speeds up my<br />
workflow, I decided to create<br />
only a test bust before I<br />
proceeded with a full<br />
character model. The base<br />
model and details with UVs<br />
were created in modo, and<br />
then exported to ZBrush for<br />
detailing. I then used GoZ to<br />
transfer mesh edits and<br />
updates between modo and<br />
ZBrush for the hi-res model.<br />
90<br />
04 Projecting<br />
photos in modo<br />
To help the skin look more<br />
convincing I use modo’s<br />
Paint set to Image Ink to<br />
apply p<strong>art</strong>s of highresolution<br />
stock photos of<br />
models to create a colour<br />
skin texture. This will be<br />
used to add minor skin<br />
details and help add subtle<br />
skin colour variation to the<br />
final Diffuse, Subsurface<br />
and Specular maps D.<br />
05 Map assembly and clean-up<br />
All the rendered set maps for AO, Normal, ZBrush Cavity and Photo Color are assembled in<br />
Photoshop, and then the combined images for Color and Ambient Occlusion are reimported<br />
back into modo for UV seam and rendering error clean-up. Any rendering errors in<br />
Normal maps are patched with new rendered maps, as clean-up on a 3D surface is not<br />
possible with Normal maps E.<br />
e<br />
D Check that Symmetry is set to X when projecting<br />
images onto the geometry<br />
E Use modo’s Paint with Clone Stamp or a brush<br />
set to Procedural to clean up<br />
C I make sure that<br />
there are no<br />
overlapping UVs<br />
as they may cause<br />
Normal map<br />
rendering errors