My Tuto Best of – Stylized Character Modeling for Production

Gnomon

In this DVD Alessandro shows his workflow to model a stylized character for production, based on a given concept. The essential steps are covered, starting with the presentation of the initial 2D concept and associated reference materials. Alessandro then demonstrates blocking out the character with ZSpheres in ZBrush using the concept as reference for proportions. This becomes his base in 3ds Max to block out all the main components through polymodeling. Next, he details the character with a combination of polymodeling techniques in 3ds Max and ZBrush sculpting. Particular attention is paid to keeping the topology of the various parts consistent for an animation environment, showing in particular how to efficiently retopologize parts in 3ds Max to achieve a better geometry distribution. After modeling an addition to the character not present in the initial concept, Allesandro renders and presents the final model in ZBrush in the form of a character sheet and a turntable.
Topics Covered :

* Character introduction and setup of image planes in 3d studio Max.
* Basic polymodeling of the elm in 3d studio Max
* Character blocking in Zbrush based on concept sheet.
* Overall detailing with polymodeling and zbrush sculpting.
* Modeling of an additional prop : Military backpack
* Retopology in 3d studio Max and character presentation in Zbrush.

Chapters:

# Image Planes and Blocking in Helmet
# Blocking in Character
# Adding Details
# Hands and Boots
# Straps and Pouches
# Strap Details
# ZBrush Setup
# Sculpting the Face
# Sculpting Boots
# Detailing the Helmet
# Attaching Helmet Symbol
# Sculpting the Pants
# Sculpting the Jacket
# Modeling the Backpack
# Sculpting and Detailing the Backpack
# Retopology
# Finishing the Character
# Turntable Render (no audio)

Software Used:
* Autodesk 3ds Max
* Pixologic ZBrush