3D Masterclass: The Swordmaster in 3ds Max and ZBrush: The Ultimate Guide to Creating a Low Poly Game Character [Gavin Goulden, 3dtotal Publishing] on. Köp 3D Masterclass: Swordmaster in 3ds Max and ZBrush: The Ultimate Guide to Creating A Low Poly Game Character av 3dtotal på We’re teaming up with the fine folks over at 3DTotal to give you a peak at a sample chapter from their latest ZBrush and 3D Studio Max book.
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You will notice that we have adiscrepancy of 8 between the before and after— this corresponds to the 8 verts that we havesnapped to the other 8.
When you are satisfied select thepoly furthest back in the swoddmaster group and add acut from the corner downward as shown by thered line in Fig Now that we have a reasonable amount ofdetail it is time to delete half of our mesh andapply the Symmetry modifier in order that wecan work on just one half of the model swrodmaster the results mirrored in a duplicate.
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Now select swofdmaster bottom row of edges oncemore and copy these downwards by quite away Fig This will form a triangle and follow the shape of the muscles running downwards from the shoulder blades. You can see in Fig04 that I have formed two additional edges down to the knee area.
When these pieces are copied over to theother side we end up with the finished article Fig The features are now beginning to form, albeit in a rather crude way but there is still no evidence of a chin so pull up some of the lower verts to alleviate this Fig We are almost there now! See if you can find an on-line tutorial by the same author or get a sample chapter of the ebook. You will also notice that I have added another cut in red above to help the creasing in this area.
Once this isdone simply move the new verts into positionsto form a mouth shape as seen in the image. Swordmster you have followed the previous tutorial onmaking 3dtotaal head then open that file and beginby selecting the bottom row 3dtotzl edges as shownin green in Fig Now delete the two triangles next to it and create a quad shaded in green which will result in a row of four quads ready to create the fingers and the beginnings of a thumb.
The Swordmaster Is our new precise, step-by-step tutorial for highly polished, low polygon game character with detailed texturing for real-time rendering. This will keep the new polygons as part of the head and not as a separate object.
To remedy the very flat underside of thechin we shall now make a further cut acrossfrom the vert in the middle shown in red inFig It can save time and is a lot easier to work this way.
The Swordmaster in 3ds Max and ZBrush – 3dtotal Publishing
To fix this, copy the same selectedfaces using the same technique we have justused and rotate saordmaster around degrees. We can do the same thing to also form the upper back Fig The next item we shall create are the shin guards. In this way we can create better contours across our mesh and make sure the numerous planes read more accurately too.
The eye area is somewhat improved but we need some more detail above the brow so move the existing line of verts up slightly yellow line in Fig I find it is best to work in a profile viewand move the verts into a reasonable shape andthen switch to the front view and do the same. The next thing to do is to simply manipulatewww.
The Swordmaster in 3ds Max and ZBrush
To help shape the muscle form on the back you could weld the vert shown in green in Fig12 to the one to its left. This will now form two holes from which we willextend the legs. Now select the vertices on the newfaces and drag over to the correspondingones on the ear to patch up the hole indicatedby the green dots.
This is to providethe correct creasing in the right areas andonce done you can create 3dtotl in the areashighlighted in green which will finish off thetrousers. We now have a rough ear shape but youwill notice that on the opposite side there isa hole. MikeCuffe MikeCuffe With our box now converted to an EditablePoly we can now begin shaping it at the sub-object level, ie.
You can see in the illustration that the added cut in green has helped the curvature when the legs are extended, evident in the screen shots above. Now it is time to add the clothing, the swordmastsr of which shall be the trousers. There are a few verts here and there that could be tweaked somewhat to refine the shape but we have a reasonable head to build on.
With the nose 3dtotao eyes underway wehave just the mouth left to make a start on. First thingis to get rid of the harsh angle under the noseso select the poly and apply a Bevel Fig The extra verts can now be pulleddownward to form a more rounded profile andthe the one left of the center can be welded tothe central one to reduce the poly count.