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Cedric Seaut’s Character Modeling Chapter 01: Concept

Chapter 01 - ConceptSoftware Used: ZBrush, 3ds Max, Silo, and

Photoshop

IntroductionThere are several ways to come up with a

concept, the most obvious one being to draw a

quick shape in 2D to dene the main volumes,

but you can also start from a very simple base

mesh and play with volumes in ZBrush. The

advantage of this technique is that you can

make one base mesh that you can then reuse

for many other concepts, and the second

advantage is that you will have a solid 3D base

to then work from to polish the character.

Part 1a – Simple BaseMesh CreationFor this character I’m using an old base mesh

that I have changed slightly for this tutorial, but I

will show you the way I would usually create one

from a simple primitive so you can start from

scratch.

1. Create a box primitive in 3ds Max with the

parameters, as shown in Fig.01.

2. We are going to center this box at the center

of the 3ds Max scene. To do this, simply right-

click on the button in the top-left, as shown in

Fig.02; a pop-up will display – just enter 0, 0, 0

for the X, Y, and Z values.

3. To be able to modify the object, convert it into

Editable Poly, just select the cube, right-click on

it, and select Convert to Editable Poly from the

list (Fig.03).

4. To make the modeling easier, we are going

to remove the half right of the object and work

on the left side only. In your polygon selection,

select the right side and delete it (Fig.04).

Fig 01

Fig 02

Fig 03

Fig 04

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

5. It’s time now to create an instance of the

active part (the left one). Apply a Symmetry

Modier – don’t forget to select Flip, otherwise

you won’t see anything in the scene. Because

your object is in the middle of 3ds Max scene,

everything will work ne automatically (Fig.05).

6. To test if everything is setup well, go back to

Editable Poly in the stack – don’t forget to click

on the white T-shaped icon (Fig.06), otherwise

you won’t be able to see the right side and

will only be able to play around with the left. In

Vertex mode, select some and move them – the

opposite side (right) will mirror what you’re doing

exactly on the left, in real time.

7. Let’s start with the head: We are going to

keep it very simple. The goal is to prepare a

base mesh as cleanly as possible to be used for

sculpting. This means:

• As many quads as possible (triangles are

allowed, but avoid stars as ZBrush doesn’t

work properly with polygons with more than

4-sides)

• Keeping polygons as evenly spaced as

possible; you’ll have better results while

sculpting

In Fig.07 is a preview of the head. As you

can see, at the top of the head, some space

has been left to extrude a horn from it later on

(something I have in mind for the concept).

8. Select the polygon on the top and extrude it

by clicking on the Extrude button (Fig.08).

Fig 05

Fig 06

Fig 07

Fig 08

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Cedric Seaut’s Character Modeling Chapter 01: Concept

9. Here are some screenshots of the head with

the horns (Fig.09). The position of the horns

doesn’t need to be perfect at this stage; keep in

mind you can do absolutely everything you want

inside ZBrush – they just need to be there, we

can maneuver them later on.

10. Now we’re going to move onto the torso.

Simply select all the edges at the bottom, in

Edge mode, and by pressing Shift move them

downwards (Fig.10).

11. It is still best to keep things straight at the

moment, so atten them by pressing the Z

button, as shown in Fig.11, to align them along

the Z-axis.

12. To be able to come up with a good shape,

we are now going to add some edge loops.

Select all the edges, as shown in Fig.12, and

click on the Connect button. This will create a

new edge loop in the middle of the previous

selection. Redo the operation several times to

get more edge loops.

Fig 09

Fig 10

Fig 11

Fig 12

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

13. Move some vertices now to get a more

human-like shape, but once again, don’t worry if

it doesn’t look perfect because this is something

we can change very easily and quickly later on

in ZBrush. Don’t forget to leave some space on

the side to prepare the shoulder and the arm !

(Fig.13)

14. We are going now to close a part of the

object at the bottom, which will be the crotch

area, in-between the legs. Select the edge, as

shown in Fig.14, and extrude it by pressing

Shift.

15. Click on Target Weld, and one-by-one

select rst the origin vertex, and then the target

(Fig.15).

16. In the same way as explained before (see

step 13), cut the new face with 3 edges (Fig.16).

Fig 13

Fig 14

Fig 15

Fig 16

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Cedric Seaut’s Character Modeling Chapter 01: Concept

17. Move some vertices to achieve something

that looks like what is shown in Fig.17.

18. Select the area which will be the beginning

of the thigh, in border mode (Fig.18).

19. As you previously did for the torso (see step

12), extrude the leg and create some edge loops

on the new extension (Fig.19).

20. Here are some screenshots of the legs.

Try to make it thinner at the bottom as this will

represent the beginning of the shoe (Fig.20).

Fig 17

Fig 18

Fig 19

Fig 20

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

21. Select the border at the bottom and extrude

it by pressing Shift. You have now a foot

(Fig.21).

22. Once again, select the border and press

Cap to close the object (Fig.22).

23. Create an edge loop at the middle of that

new extension (Fig.23).

24. Select the two faces on the front and extrude

them twice by pressing the Extrude button

(Fig.24).

Fig 21

Fig 22

Fig 23

Fig 24

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Cedric Seaut’s Character Modeling Chapter 01: Concept

25. Under the shoe, select both vertices, as

shown in Fig.25, and press Connect to create

an edge.

26. Press Cut, and then select the rst vertex

and the second to create the second edge.

The edge at the middle of the vertices will

automatically be cut (Fig.26).

27. Here is a preview of the shoes (Fig.27).

28. Go back to the chest now, and select

the area you created before for the shoulder

(Fig.28).

Fig 25

Fig 26

Fig 27

Fig 28

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

29. Extrude it, just like you’ve already done for

the legs and torso (Fig.29).

30. Make some cuts with the same technique

we used previously for the legs (Fig.30).

31. Move some vertices to get a rough human

shape. Scale it down a little, as the last edge

loop will be the wrist (Fig.31).

32. Now we are going to work on possibly the

most difcult part – the hands. This character

will have only 4 ngers, as this is what I have in

mind for my character. So select the faces at the

extremity and extrude them twice (Fig.32).

Fig 29

Fig 30

Fig 31

Fig 32

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Cedric Seaut’s Character Modeling Chapter 01: Concept

33. Select the face, as shown in Fig.33. Extrude

once, twice, and then the vertices a little to get

more of a thumb shape.

34. Use the same procedure for the second

nger (Fig.34).

35. For the other two ngers it will be a little bit

more complex, because we have to create two

ngers from only one face. So cut the face, as

shown in Fig.35, by pressing the Cut button

(see step 26).

36. Under the hand, select the edges and

remove them by right-clicking and selecting

Remove (Fig.36). Don’t press Delete as that will

delete everything – faces included!

Fig 33

Fig 34

Fig 35

Fig 36

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

37. We are going to change edge orientation

now to be able to extrude some ngers. Select

the vertices and create an edge by pressing

Connect (Fig.37).

38. Now we can cut once more to prepare the

bases of the nger. First of all, right-click on

the Snap button in the toolbar. A pop-up will

appears – tick Edge/Segment. This option is

really important as it will help you to auto detect

edges and you’ll be able to better manage and

make good cuts. So now, make three cuts by

pressing the Cut button (Fig.38).

39. You are now ready to select two faces and

make two extrusions from both of them (Fig.39).

40. Move the vertices to achieve a hand-like

shape (Fig.40).

Fig 37

Fig 38

Fig 39

Fig 40

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Cedric Seaut’s Character Modeling Chapter 01: Concept

41. Delete the edge as shown, to keep only

quads (Fig.41).

42. Connect vertices, as shown in Fig.42, for the

same reason as before.

43. And once again for the last more-than-4-

sided polygon (Fig.43).

44. Here is a preview of the arm from several

angles (Fig.44).

Fig 41

Fig 42

Fig 43

Fig 44

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

45. We’re now at the nal stage of the base

mesh creation in Max, where we’re going to

esh out his arms. To keep things simple,

 just select the two faces, as shown in Fig.45,

extrude them, and then move them slightly to be

more face-to-face.

46. Keep the two faces selected and then press

the Bridge button. This will connect both sides

and close the object (Fig.46).

47. We’ll now add some more cuts to push the

new arm element a little further out (Fig.47).

48. As you’ve done several times now, push

the vertices a little to get a more rounded shape

(Fig.48).

Fig 45

Fig 46

Fig 47

Fig 48

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Cedric Seaut’s Character Modeling Chapter 01: Concept

49. And nally, our base mesh is done. It’s now

time to take it into ZBrush for the sculpting part

of the concept creation (Fig.49).

Part 1b – Basic SculptingIn this second part of chapter one, we are going

to see how to come up with more interesting

shape and volumes in ZBrush.

50. First of all, import your base mesh into

ZBrush. There are two different ways to do

this: you can either use the import option when

launching ZBrush, as shown in Fig.50, or you

press Escape and then, under the Tool tab, click

Import.

51. Here is a preview of what you will see on

your ZBrush canvas when you import your base

mesh (Fig.51).

52. When you sculpt, it’s important to keep 3D

world camera constraints, in order to be sure

that you have the right proportions if you decide

to then import your nal model into another 3D

package, like 3ds Max, to make some renders.

You have two options: you can go to the Draw

tab and press Persp, or just press just the P

hotkey (Fig.53).

Fig 49

Fig 50

Fig 51

Fig 52

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

53. On the left of the screen, you should see

a red ball which represents the Material Editor

in ZBrush. Feel free to try some of them out to

get a better idea of how it works. I usually use

a very simple one, close to a standard blinn

material in 3ds Max (Fig.53).

54. In ZBrush, you are able to preview some

real time shadows, like screen space Ambient

Occlusion. This can be pretty useful when it’s

time to make some renders, but for the brut

sculpting it’s nice to disable this option. You

will have more facilities to sculpt some difcult

areas, like under the shoulders. To disable

shadows go to the Render tab, and under

Preview Shadows slide the ObjShadow value to

0 (Fig.54).

55. Here is how our base mesh should currently

look on the ZBrush canvas (Fig.55).

56. In the Tool tab, under Geometry, press

Divide twice to add more subdivision to your

model (Fig.56).

Fig 53

Fig 54

Fig 55

Fig 56

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Cedric Seaut’s Character Modeling Chapter 01: Concept

57. We can activate the symmetry now to save

some time, so go to the Transform tab, press

 Activate Symmetry, and choose the axis you

wish to use for the symmetry. You can just

choose X (Fig.57).

58. We are now going to create some selection

sets, with thanks to ZBrush’s Transpose

function. This allows us to sculpt some difcult

areas with many facilities. First, press the Move

button, as shown in Fig.58, or simply press the

W hotkey.

59. Pressing Ctrl, drag the orange edge from

the middle of the shoulder to the beginning of

the arm, as shown in Fig.59, with your graphics

tablet (or mouse). When you have something

close to what is shown in Fig.59, release your

graphics tablet rst, and then let go of the Ctrl

key. The body should now be masked.

60. In the Tool tab, open the Masking dropdown

menu and press HidePt. This will hide the part

of the mesh you haven’t masked. You have

now the full body available on the canvas only

(Fig.60).

Fig 57

Fig 58

Fig 59

Fig 60

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

61. Go back to subdivision level 0 now (Fig.61).

62. Press the Frame Button on the right tab.

This will display the wire of your object (Fig.62).

63. Open the Polygroups dropdown menu and

select Group Visible; this option will tint the

visible selection with a basic color (Fig.63).

Notice that the color will only be visible if the

Frame button is enabled.

64. Inverse the visible object part. To do this,

keep pressing Ctrl + Shift, and drag a green

square selection onto the canvas. Release Shift

(the square should then become red), release

the graphics tablet, and nally release Ctrl. You

can now see arms instead of the body (Fig.64).

Fig 61

Fig 62

Fig 63

Fig 64

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Cedric Seaut’s Character Modeling Chapter 01: Concept

65. Do the same as before now: select Group

Visible once again – a different color is applied

to the arms (Fig.65).

66. You can now display the full character by

pressing Ctrl + Shift + clicking on the canvas

(not on the object) (Fig.66).

67. We are now going to select the last part of

the character. Check that you are still in Move

(W) mode. Uncheck the Frame button to hide

the colors (Fig.67).

68. In the exact same way as before (see step

59) create a mask, this time including the body

and arms, but not the extra arm element that we

added (Fig.68).

Fig 65

Fig 66

Fig 67

Fig 68

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

69. Press HidePt to hide the extra element on

the arms (Fig.69).

70. Go back to the subdivision level 0, the

polygonal display (Fig.70).

71. Enable the Frame button again to see the

selection sets. Now we are going to hide the

remaining polygons which don’t belong to the

arms. Select the Lasso mode selection, just

under the Frame button. Keep pressing Ctrl

+ Shift, and drag a green circle around the

extra polygon. Then release Shift (the circle

becomes red), release your graphics tablet, and

nally release Ctrl. The polygons will disappear

(Fig.71).

72. Do the same for the other protruding

element that we want to hide (Fig.72).

Fig 69

Fig 70

Fig 71

Fig 72

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Cedric Seaut’s Character Modeling Chapter 01: Concept

73. You’ll need to do the ones on the left arm,

too. Unfortunately you can’t use the symmetry

function for this, which is why we must do both

sides one at a time (Fig.73).

74. Now invert the selection as explained before

(see step 64) to display only the extra arm

element’s polygons (Fig.74).

75. Create the last selection set by pressing

Group Visible once again (Fig.75).

76. Unhide everything by pressing Ctrl + Shift

and clicking in the canvas. You can now see

three different colors, and therefore your three

different selection sets. Now, to isolate one of

the selection sets, you just have to press Ctrl +

Shift and click on one on the colored parts. This

will hide the ones you haven’t clicked on. Simply

Ctrl + Shift and click on the canvas (not on the

character) to display the entire mesh (Fig.76).

Fig 73

Fig 74

Fig 75

Fig 76

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

Fig 77

Fig 78

Fig 79

Fig 80

77. With the selection sets done now, it’s time

now to start sculpting to come up with a better

shape for our character concept. On the left of

the screen, click on the Standard brush button.

 A pop up will appears – select the Move brush.

Before sculpting, we are going to move some

vertices – like we can do in 3ds Max – with the

soft selection (Fig.77).

78. To have a better preview of your shape,

disable Frame to remove the colors (Fig.78).

79. Here is a brief introduction with the brush

parameters on the top. Select Draw mode when

you are ready to sculpt, you can then change

the size and the intensity of the brush by sliding

the value on the right. Notice that you can also

display these options by right-clicking on the

canvas; it’s pretty useful when you want to limit

pen tablet movements (Fig.79).

80. With move brush selected, move some

areas to get a stronger shape (Fig.80).

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Cedric Seaut’s Character Modeling Chapter 01: Concept

Fig 81

Fig 82

Fig 83

Fig 84

81. Don’t forget to use the selection sets

to move vertices easily without moving

unconcerned parts, for example under the

shoulder (see step 76) (Fig.81).

82. With the main shape dened, we are going

to push the volumes a little more to add some

denition. Keep in mind that it’s up to you to

decide the number of subdivisions – you just

to be comfortable with it. Try to keep the Active

Points number under a million polygons; we

are working roughly for now. For this example,

divide your model 6 times (Fig.82).

83. The following brushes will be the ones we

are going to use during the concept sculpting

process. The Inat brush is used to push the

volumes, the Clay brush is used to dene the

strong volumes, and Smooth to soften them

(Fig.83).

84. With your rst attempt, try pushing the

volumes to get your rst intentions down, mainly

using the Inat and Smooth brushes to start

with. Take your time to experiment and feel the

volumes, it’s still very easy to go back (Fig.84).

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

Fig 85

Fig 86

Fig 87

Fig 88

85. Here is a preview from several angles

(Fig.85).

86. Once again, don’t forget to use your

selection sets to simplify your sculpting process

(see step 76) (Fig.86).

87. In the second step, push the extreme

volumes using to Clay and Smooth brushes.

Keep in mind that you’re not thinking about the

nal yet – this has to be rough, so just push out

your main volumes for now. The polishing will be

done later, just be satised with the silhouette

for now (Fig.87).

88. Once again, here are previews of several

angles (Fig.88).

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Cedric Seaut’s Character Modeling Chapter 01: Concept

Fig 89

Fig 90

89. Now in this last step of the concept, we

are going to use several brushes to add more

denition. You will notice a brush in this set

by Damien Canderle, which is a free brush

available at: http://www.pixolator.com/zbc/

showthread.php?t=57944&page=6&pp=15 

(Fig.89). This is an amazing brush for

exaggerating cavities!

90. Here are some examples of these brushes

in use. For the roundness of the shoulder, just

use the Clay brush (with small pressure). The

Dam_Standard brush is useful to force the

cavities between the abs (Fig.90).

91. Again, here are some different angles. And

this is it with the concept! We just need a solid

base to be able to create and put accessories

on him (Fig.91). Feel free to play with volumes

to try different things – nothing is static in

ZBrush, you have unlimited possibilities from

only one simple base mesh!

Part 1c - AccessoriesPresentation and FinalConcept92. Here are some accessories that I have in my

personal library (Fig.92). Sometimes, when you

have some free time, it’s good to make some

basic elements that you can possibly use on

some of your creatures or characters. They can

be very useful to help you come up with a 3D

concept quickly.

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Chapter 01: Concept Cedric Seaut ‘s Character Modeling

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Cedric Seaut’s Character Modeling Chapter 01: Concept

93. For the accessories that I don’t have in my

library, I create a rough prototype from a picture.

I will explain the technique used for this process

in Chapter 5 of this series (Fig.93).

94. Here is the concept after placing in some

rough objects. Please don’t hesitate to place

some simple boxes into your concept – it’s just

the silhouette that is important at this stage. The

preview in Fig.94 has been done in 3ds Max

2010, with real time shadows in the viewport;

it’s a very nice function to properly pre-visualize

objects and volumes!

That’s all for Part 1, in the following chapters we

will see how to create and polish the different

elements presented in the concept design.

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Chapter 02 - Shoes(ZBrush PlasticSculpting)

Software Used: ZBrush, 3ds Max, Silo, and

Photoshop

IntroductionIn the following chapter, you will see the step by

step progress used to create a shoe from the

concept shown in chapter I.

1. From the concept created in Zbrush in

chapter 1. (Fig.01)

2. Some preliminary parameters to check before

starting anything. Enable Local: this function

will allow you to rotate around the last area you

sculpted on which is very useful if you want

to focus on a particular area. Enable Lasso:

to activate the lasso selection mode and then

change the subdivision value to the lowest level.

(Fig.02)

3. With Ctrl + Shift pressed, make a selection

around the right foot as shown below to isolate

what will become our shoe. (Fig.03)

4. Now we are going to keep only this part to

make it easier to work on. So go back to the

highest level of subdivision and delete the

subdivision history by pressing Del Lower. Now

delete the hidden mesh and nally reconstruct

your foot in order to save memory while working.

(Fig.04)

Fig 01

Fig 02

Fig 03

Fig 04

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

5. Go back to the highest level. (Fig.05)

6. Divide once more; it’s important because we

are going to use the Polypaint function which

needs vertices to be able to apply color and see

an acceptable result. (Fig.06)

7. On the top menu select Draw mode and

disable Zadd or Zsub as we just need the color

painting function. In the Tool menu on the right

under Texture, press Colorize which will switch

on Polypaint. (Fig.07)

8. We are going to draw a topology on the mesh

so, right click and a pop up appears. Change the

draw size to get something thin enough to draw

lines. In the bottom left in the color box, slide

the white square to select a pure color, a purple

color in this example. (Fig.08)

Fig 05

Fig 06

Fig 07

Fig 08

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

9. Just draw on the mesh to get a clean wire.

(Fig.05)

10. Here is a screenshot of the result. You’ll see

more lines at the bottom that will allow us to put

more details on the sole. (Fig.10)

11. More screenshots on different angles

(Fig.11)

12. We are now going to create the new

topology. Don’t forget to remove the shadows

and to choose the most convenient matcap for

your purposes. (Fig.12)

Fig 09

Fig 10

Fig 11

Fig 12

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

13. Create a ZSphere in the canvas by clicking

on the ZSphere button under the Tool tab.

(Fig.13)

 

14. Still in Tool, scroll down the menu to see

rigging, open it and press Select Mesh and

a pop up appears. Select the shoe with the

painted wire. Now open the Topology menu and

press Edit Topology. The shoe now takes the

place of the ZSphere in the canvas. (Fig.14)

15. Before starting anything, be sure to enable

Local, as it is much easier to work with this

option on. (Fig.15)

16. Let’s create the wire on the top of the

painted one. With Ctrl pressed, click on the

mesh which will mask your object and make it

become darker. It can be useful to improve the

wire display. Then, left click anywhere on the

mesh to start the new topology.

Some pointers about creating topology:

- If you want to create a line between two

vertices, select the rst one with Ctrl pressed.

The node will be considered as the primary one

and then click on the second one.

- To remove a vertex, Press Alt and select one.

This will remove all connected lines.

- To create a new vertex on an existing line, just

left click on it.(Fig.16)

Fig 13

Fig 14

Fig 15

Fig 16

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

17. A very useful function is the ability to see

a preview of the result by just pressing the A

hotkey. (Fig.17)

18. As you can see above, the preview

doesn’t look like the created topology, it looks

subdivided. In Tool, scroll down to Adaptive Skin

and change the density to 1, the preview is now

right. (Fig.18)

19. A picture with the nal topology. We

Polypainted it rst in order to avoid mistakes and

to create it faster and cleaner. (Fig.19)

20. From this new wire, we are going to create

and extract the corresponding mesh. Under

 Adaptive Skin, be sure to set the density to 1

and press Make Adaptive Skin. This will create

a new tool of your mesh. (Fig.20)

Fig 17

Fig 18

Fig 19

Fig 20

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

21. Go back to your original tool with the

Polypainted wire. (Fig.21)

22. With Subtool menu open, click on Append

and in the pop up select the mesh you’ve just

created. We absolutely have to do that to avoid

the rescaling ZBrush bug. If you export the new

created mesh from its tool, the scale will be

different. (Fig.22)

23. Select the right Subtool with your new mesh

and export it. (Fig.23)

24. Import it in Max to change it a little bit.

(Fig.24)

Fig 21

Fig 22

Fig 23

Fig 24

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

25. First Center the object pivot as shown

below. (Fig.25)

26. Move the shoe at the center of the scene

by right clicking on the Move tool on the top bar

menu and by changing the coordinates. (Fig.26)

27. Convert it to an Editable poly to be able to

make some changes on the mesh. (Fig.276)

28. Select one edge at the middle of the mesh,

press loop to select the edge loop. (Fig.28)

Fig 25

Fig 26

Fig 27

Fig 28

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

29. Press Split to disconnect both sides.

(Fig.29)

30. Select and remove the right side. (Fig.30)

31. Under the Utility Tab press Reset Xform to

remove the object history and then collapse the

stack in the Modier tab. (Fig.31)

32. Select the edge loop along the middle and

make it planar along the X axis and then move

it to the center of the scene by changing the X

coordinate. We now have a symmetrical axis.

(Fig.32)

Fig 29

Fig 30

Fig 31

Fig 32

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

33. A quick preview of the shoe. (Fig.33)

34. Select the 3 edges on the top and extrude

them by pressing Shift and moving them at the

same time. This will be the tongue of the shoe.

(Fig.34)

35. Move some vertices as shown below.

(Fig.35)

36. We are going to cut polygons but rst

change some options to make it easier. Right

click on the Snap button and select Edge/

Segment only. This will auto detect edges.

(Fig.36)

Fig 33

Fig 34

Fig 35

Fig 36

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

37. Press Cut and create new lines as shown

below. (Fig.37)

38. Connect some vertices to get a better wire.

Select vertices one by one and press Connect.

(Fig.38)

39. Remove the edge at the middle (Fig.39)

40. Cut a new line to remove rectangles and to

keep only heavenly spaced quads. (Fig.40)

Fig 37

Fig 38

Fig 39

Fig 40

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

41. Apply a Symmetry modier and check the

parameters as shown below. As you can see,

we created a symmetrical base mesh for the

shoe. This technique is very useful in order to

save time and to increase the quality. As soon

as the shoe is nished, we will just have to put

it back to the right position and to move some

vertices to get closer to a real “asymmetrical”

shoe. (Fig.41)

42. Collapse the stack modier. (Fig.42)

43. In Border mode, select the top of the object

and press Cap. (Fig.43)

44. Select the big face and inset it once.

(Fig.44)

Fig 41

Fig 42

Fig 43

Fig 44

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

45. Make the face planar along the Z axis.

(Fig.45)

46. Inset again. (Fig.46)

47. Now collapse it and the mesh is now

properly closed. We don’t particularly need to

keep perfect quads on the top because it will be

an hidden area. (Fig.47)

48. Here is a nal preview of the shoe base

mesh. (Fig.48)

Fig 45

Fig 46

Fig 47

Fig 48

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

49. Go back to Zbrush and import the newly

created base mesh. (Fig.49)

50. Don’t forget to check some parameters

before starting sculpting. Remove the real time

shadows, turn on the perspective view and

activate the X symmetry. (Fig.50)

51. The basic sculpt that we are going to do next

will be achieved in the main thanks to the Move

and Dam Standard brushes. (Fig.51)

52. Don’t subdivide the shoe but rather make

the changes at the level 0 which will make it

easier to get a new shape by keeping something

clean and sharp. (Fig.52)

Fig 49

Fig 50

Fig 51

Fig 52

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

53. Now you are ready to add more

subdivisions. (Fig.53)

54. With the Pinch brush selected, add more

denition on the sole edge just to make it a little

bit sharper. (Fig.54)

55. With the Dam standard brush, go to Stroke

panel, enable LazyMouse and change the

LazyStep value to 0. This will allow you to make

some very clean lines. Bear in mind that you still

have to draw them slowly in order to get the best

results. (Fig.55)

56. Select Clay brush to have sharp painting

parameters. Then with Ctrl pressed paint a

mask on the shoe as shown below. (Fig.56)

Fig 53

Fig 54

Fig 55

Fig 56

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

57. When the mask is well dened, release Ctrl.

Then press Ctrl + click on the mesh to blur the

mask. (Fig.57)

58. Now with the move brush, pull out the

surface on each side of the tongue. (Fig.58)

59. Remove the mask. To remove it press Ctrl

+ drag a selection box out of the mesh in the

canvas then release Ctrl and nally release the

mouse. (Fig.59)

60. Now with Dam Standard and Standard

brush, add some folds at the back of shoe to

simulate some bending artifacts and add some

lines to create more pieces of leather. (Fig.60)

Fig 57

Fig 58

Fig 59

Fig 60

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

61. Divide the shoe once more. (Fig.61)

62. With the same technique explained above

(see 55), add more lines to the sole. (Fig.62)

63. Now we are going to add more thickness to

the different leather pieces. Select Slash 2 brush

under the Stroke panel, activate LazyMouse and

change the LazyStep to 0. These parameters

are very important if you want to get very

smooth lines. Right click to open the popup

menu and change the intensity to 16. Finally

add one more subdivision to increase the level

of quality. (Fig.63)

64. Now you just have to sculpt slowly on the

top of the lines you previously drew. Below are

some screenshots of what you can achieve.

(Fig.64)

Fig 61

Fig 62

Fig 63

Fig 64

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

65. More screenshots from different angles.

(Fig.65)

66. As we did for leather pieces, we are going

to prepare some stitches. Select Standard point

Brush applying the same Stroke changes as

above and change the intensity value to 19. It’s

often good to keep a small value when you use

Lazymouse with LazyStep at 0. (Fig.66)

67. Now draw two lines for each piece, one

close to the extremity and the second one

alongside it. (Fig.67)

68. Select the Stitch simple brush created by my

friend David Giraud and draw the stitches along

the lines. (Fig.68)

Fig 65

Fig 66

Fig 67

Fig 68

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

69. A preview of what you can achieve at this

stage. (Fig.69)

70. We are now going to create some

accessories for the shoe. The next step will be

to create the eyelets in max. Go back to 3ds

max and create a simple cube in the scene with

the following parameters. (Fig.70)

71. As you have done many times throughout

this tutorial, put the pivot at the center of the

object and move the object to the center of the

scene. (Fig.71)

72. Convert it to an Editable poly to be able to

make some modications. (Fig.72)

Fig 69

Fig 70

Fig 71

Fig 72

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

73. Select a horizontal edge and click on Ring to

select the corresponding edge ring. (Fig.73)

74. Press Connect to create an edge loop at the

middle. (Fig.74)

75. Select the right side and press delete.

(Fig.75)

76. Apply a Symmetry modier but don’t forget

to check Flip otherwise you won’t see anything.

Now go back to Editable Poly in the stack and

press the White T to enable the Symmetry

modier and see the instanced right side.

(Fig.76)

Fig 73

Fig 74

Fig 75

Fig 76

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 77

Fig 78

Fig 79

Fig 80

77. In the front view, click Slice Plane and a

yellow edge appears that you are able to move.

That will allow us to make a new section in the

current mesh. (Fig.77)

78. Using the slice plane, make three different

cuts as shown below. To do this, move the

plane and simply press Slice, resulting in a new

horizontal edge loop. (Fig.78)

79. Still in the front view to keep in track, move

some of the vertices. We dene rst the main

shape. (Fig.79)

80. Using the same Slice Plane technique, make

a new cut across the top of the object. (Fig.80)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 81

Fig 82

Fig 83

Fig 84

81. Select the faces at the extreme left and

extrude them by pressing the Extrude button.

(Fig.81)

82. Use the Inset function to create and scale

the new faces allowing us to give thickness to

the object. (Fig.82)

83. With the new faces still selected, extrude

them to the inside to create a corridor and then

delete them. (Fig.83)

84. First disable the preview Symmetry modier

to be able to see the inside and then move the

edges at the middle of the scene with the same

technique as explained above (see 26). (Fig.84)

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 85

Fig 86

Fig 87

Fig 88

85. Select an edge on the side, then press ring

Loop and nally press Connect to create a new

edge loop. (Fig.85)

86. Here is a preview of the current stage.

(Fig.86)

87. Select all the edges as shown below, even

at the rear of the object and press Chamfer to

duplicate them which will sharpen some of the

lines. (Fig.87)

88. Apply a Meshsmooth modier or a

Turbosmooth modier to see a more nal

preview. (Fig.88)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 89

Fig 90

Fig 91

Fig 92

89. Remove the Meshsmooth modier rst, then

activate the snap option and right click it. Be

sure that Edge/segment only is checked. Press

Cut and draw half a hexagon at the bottom of

the eyelet. (Fig.89)

90. Let’s now rearrange some vertices to get

proper quads. Select the vertices shown below

and press Connect to create new edges.

(Fig.90)

91. Finally Press Target Weld, and snap /

collapse the rst vertex with the second one.

(Fig.91)

92. We are now going to create a button. With

the faces shown below selected, extrude them

inside. (Fig.92)

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

93. Remove the selected faces, then reselect

the half button and re-extrude them to the

outside. (Fig.93)

94. With the faces still selected, press Bevel.

(Fig.94)

95. Remove the unwanted faces that will cause

trouble when you make it Symmetrical. (Fig.95)

96. Select edges at the extreme right and align

them along the symmetry axis by changing

the x value (see 26 to see the display pop up).

(Fig.96)

Fig 93

Fig 94

Fig 95

Fig 96

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

97. You can now apply a Symmetry modier by

changing the Threshold value to weld similar

vertices along the middle. (Fig.97)

98. A smoothed preview of the eyelet. (Fig.98)

99. We are now going to create the half ring

attached to the eyelet. Create a simple Torus

primitive with the parameters shown below.

Then move it to be at the center of the scene.

(Fig.99)

100. Convert it to an Editable Poly. (Fig.100)

Fig 97

Fig 98

Fig 99

Fig 100

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 101

Fig102

Fig103

Fig 104

101. Select and remove three quarters of the

object. We don’t need the bottom part and

the right one will be created symmetrically.

(Fig.101)

102. On the remaining quarter, select the edge

loop at the bottom and extrude it using Shift +

Move. (Fig.102)

103. Rotate the edges and extrude them once

more. (Fig.103)

104. Finally align them along the x axis.

(Fig.104)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 105

Fig 106

Fig 107

Fig 108

105. Select ring loop at the bottom and press

Connect to add an edge loop. This new edge

loop will allow us make the corner more angular.

(Fig.105)

106. Create the symmetry but don’t forget

to enable Flip to be able to see something.

(Fig.106)

107. Some screenshots from different angles.

(Fig.107)

108. Here is a Meshsmoothed nal preview of

the rst eyelet. (Fig.108)

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 109

Fig 110

Fig 111

Fig 112

109. We are now going to create the second

one which is much simpler. Create a Torus with

the same parameters as below and center it in

the scene. (Fig.109)

110. This completes the eyelet accessories.

Next step is to postion them correctly on the

shoe. (Fig.110)

111. Go back to ZBrush and reload the last

sculpting stage of the shoe. (Fig.111)

112. Under the Zplugin Tab, scroll down

to Decimation Master. You could get the

plugin here http://www.pixologic.com/zbrush/

downloadcenter/zplugins/. This plugin will allow

you to optimize your high subdivision mesh into

a mid resolution one. It will be much easier than

to import the new mesh into 3dsmax and will

save a lot of memory. So, open the Decimation

master menu, change the % of decimation to

2,5 and press Pre-process Current to compute

the analyzing treatment. Once done, press

Decimate Current to get a new light mesh. You

can now export it. (Fig.112)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 113

Fig 114

Fig 115

Fig 116

113. Import it into 3dsmax and you may see

some minor artifacts but that won’t cause any

trouble. We just need a reference object to place

accessories on. (Fig.113)

114. Merge the elements you’ve just created.

(Fig.114)

115. Duplicate and move them as shown below.

(Fig.115)

116. A closer preview. (Fig.116)

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 117

Fig 118

Fig 119

Fig 120

117. We are now going to create the symmetry.

First press Group under the main Group menu

and apply a Mirror modier. Click on the + on

the left of the Mirror modier, highlight Mirror

center and then move it to the origin thanks to

the Move Transform pop up. We are now ready

to export the eyelets. Save your le as we will

use it later for more accessories. (Fig.117)

118. Open up Zbrush, under the Zplugin tab,

click on Subtool master and a pop-up appears

with several functions. Select the rst one

named Multi Append and select eyelets obj.

(Fig.118)

119. You could see now a new Subtool on the

list; your eyelets. (Fig.119)

120. To create the feeling that the eyelets are

embedded in the leather, use both the Clay and

Inat brushes to push the volumes in and out.

 And you can at the same time, fake holes at the

middle of the round ones. (Fig.120)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 121

Fig 122

Fig 123

Fig 124

121. Here are some different views to show an

overall preview of the shoe. (Fig.121)

122. Re-open the 3dsmax scene with the

optimized shoe and eyelets as we are now

going to create the lace. (Fig.122)

123. Create a Spline as shown below, going

through the different eyelets and don’t hesitate

to look at one of your own shoes as a reference

to be sure how they are laced. In vertex

mode, select them all, right click and press

Corner in order to remove any Bezier / curve

conguration. (Fig.123)

124. Now with the vertices still selected,

right click and press Smooth. You have now

something clean and uniform. (Fig.124)

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 125

Fig 126

Fig 127

Fig 128

125. To add more thickness and denition to

your lace, go to your line parameters, enable

options and change the values as shown below.

You are free now to move some vertices to

avoid any overlapping or to remove any bad

tension especially around the eyelets. When you

are satised, export it. (Fig.125)

126. Bring it into Zbrush by using the same

method as explained above (see 118) and

subdivide it twice to add more denition.

(Fig.126)

127. As we did for the eyelets, we are going to

make some changes to get something more

realistic. Use the Inat brush to push out the

volumes between the lace and to push in

volumes where the lace is tight. (Fig.127)

128. We are now going to work on the outsole

by adding some grip. Because we will use

Zbrush projection features, be sure to unable

Persp under the Draw tab. Use Shift + move to

snap the bottom of the shoe in the front of the

camera. Then export the document. (Fig.128)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 129

Fig 130

Fig 131

Fig 132

129. Open the document that you just saved

in Photoshop and using to the Lasso draw a

pattern. Once again don’t hesitate to look at

some references of your own shoe. You can use

the Lasso in two different ways, you can either

draw normally to make your selection or you

can press Alt + click + draw to make a polygonal

selection. (Fig.129)

130. When the pattern is done, change the

canvas size to get a square which is really

important in order to make an alpha work

properly in ZBrush. (Fig.130)

131. Deselect the layer with the sole you

imported, and then atten all the layers. Go

to layers, Flatten image. You should have the

same result as shown below. (Fig.131)

132. Now invert the color to get the grip in white.

Go to Image - Adjustments - Invert. The white

information is what Zbrush needs for an alpha.

(Fig.132)

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 133

Fig 134

Fig 135

Fig 136

133. Go back to ZBrush. (Fig.133)

134. Mask the entire shoe except the sole in

order to avoid any artifacts during the projection.

First go down to subdivision 6 and then select

Move instead of Draw on the top menu. Then

follow the same technique as we used for

chapter 1 by pressing Ctrl + drag the mouse

from the middle of the sole to the bottom to get

something similar to the following. (Fig.134)

135. Use Shift + move to lock the shoe to the

bottom and change the subdivision value to its

maximum. (Fig.135)

136. We are now ready to project. Press

Projection Master on the top left. Once a pop-

up appears change the parameters as shown

below. (Fig.136)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 137

Fig 138

Fig 139

Fig 140

137. Change the Stroke and the alpha

parameters on the left with the alpha you

created in Photoshop, then right click in the

canvas and change the intensity value to a

lower one. (Fig.137)

138. Drag the alpha on your object rst, and

then adjust it using the Move and Scale button

at the top of the interface. (Fig.138)

139. When you are satised, press the

Projection master button once again and without

changing anything press Pickup Now which will

execute the projection. You can see a preview

below. There will be some artifacts but we are

going to x those shortly. (Fig.139)

140. Remove the mask (see 59) (Fig.140)

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 141

Fig 142

Fig 143

Fig 144

141. Re activate the perspective mode under

the Draw Panel. (Fig.141)

142. Now use the Clay and Smooth brush to

remove and polish the previously generated

artifacts. Don’t worry about the bumpy

imperfections you may generate as this will add

more realism. (Fig.142)

143. A current preview of the shoe after this last

process. (Fig.143)

144. We are now going to prepare the mesh for

the last accessory. (see 112) (Fig.144)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 145

Fig 146

Fig 147

Fig 148

145. Import it in 3dsmax. (Fig.145)

146. In the left view, create a line as shown

below. We are going to create a leather buckle

at the back. (Fig.146)

147. Switch to the back view and apply an

Extrude modier. (Fig.147)

148. Convert it to an Editable poly. (Fig.148)

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 149

Fig 150

Fig 151

Fig 152

149. Select the horizontal edges and create an

edge loop by pressing Connect. (Fig.149)

150. Center the object pivot as we have done

many times previously. (Fig.150)

151. Move the object to the center to prepare

the Symmetry axis. (Fig.151)

152. Select and remove the right side. (Fig.152)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 153

Fig 154

Fig 155

Fig 156

153. Apply a shell modier to add some

thickness. (Fig.153)

154. Collapse the stack; right click on Shell

modier and Collapse All. To be able to make

it symmetrical later remove the created faces in

the middle. (Fig.154)

155. Select all the edges except ones on the

symmetry axis and press the small button

beside the Chamfer button. This button will

allow you to select a numerical value to be more

accurate during the process. (Fig.155)

156. You are now ready to create the right part

with a Symmetry modier by changing the mirror

axis and once again not forgetting to check the

Flip option. (Fig.156)

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 157

Fig 158

Fig 159

Fig 160

157. Here is a preview of the leather from

different angles. (Fig.157)

158. Bring this new element in Zbrush (see118)

(Fig.158)

159. Using the Clay brush push in the surface of

the shoe which intersects with the leather piece.

(Fig.159)

160. Select the new imported object and

subdivide it 3 times to add more denition and

to be able to sculpt some additional detail.

(Fig.160)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 161

Fig 162

Fig 163

Fig 164

161. With the same techniques as you used for

all the leather pieces on the shoe, add some

details. (Fig.161)

162. Now we are going to do the last detail pass

on the shoe. Scroll down to Morph Target, open

it and press StoreMT which will store the current

stage of your object. (Fig.162)

163. Select the standard brush and change the

stroke and the alpha as shown below. Then

right click in the canvas and change the brush

intensity value to 11. (Fig.163)

164. Here is the alpha used above. (Fig.164)

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 165

Fig 166

Fig 167

Fig 168

165. Drag and drop the alpha several times into

the highlighted area and trying to keep the same

alpha scale. Don’t worry if you go over the area.

(Fig.165)

166. Now select the Morph brush and change

the intensity value to maximum 100 and paint

on the unwanted area. You morph the selected

area by the old stored one. (Fig.166)

167. Do that for the small area on the side

too but below by using the same technique.

(Fig.167)

168. At this stage the shoe is done but

unfortunately, it is too symmetrical so let’s

ammend that. Open Subtool Master and select

Merge which will merge all the visible SubTools

into a big one. (Fig.168)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 169

Fig 170

Fig 171

Fig 172

169. Open up an old version of your shoe, the

one you used to re-create a good topology.

The position, rotation and scale of this one will

be used as a reference for the new nished

version. (Fig.169)

170. Disable colorize to get a better visibility.

(Fig.170)

171. Append the Merge shoe version with the

one above. (Fig.171)

172. Now the two versions are beside one

another on the canvas. (Fig.172)

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Chapter 02: Shoes - ZBrush Plastic SculptingCedric Seaut ‘s Character Modeling

Fig 173

Fig 174

Fig 175

Fig 176

173. We are going to use the Transpose

function to transform and move the new shoe

to match the old one. Drag the three balls

as shown below but be sure to keep the line

straight by pressing shift each time you move

the balls. To move the balls, select the circle line

but do not press inside. (Fig.173)

174. By pressing and moving inside the ball

situated in the middle, move the shoe to the left.

(Fig.174)

175. Change the balls position in the top view,

press rotate and by selecting and moving the

ball in the front of the shoe; rotate it to match the

one underneath. (Fig.175)

176. Do this several times to match the old

mesh as best as possible. (Fig.176)

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Cedric Seaut’s Character Modeling Chapter 02: Shoes - ZBrush Plastic Sculpting

Fig 177

Fig 178

Fig 179

Fig 180

177. With the move Brush, move some areas

to t more with the reference underneath.

(Fig.177)

178. Here are the results from different angles.

(Fig.178)

179. And here is the nal shoe. (Fig.179)

180. Let’s nish with a beauty render inside

ZBrush. (Fig.180)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Chapter 03 - Gun(Hard-Edge Modeling)Software Used: ZBrush, 3ds Max, Silo, and

Photoshop

IntroductionIn the following chapter, we are going to see

the step by step progress used to create

a Handgun. The technique used is not

complicated, we just need to know how to use

a couple of functions in 3dsmax and have some

patience and good references.

1-2. The rst step is to gather reference

material. Google is probably the best friend you

could have on the internet. For this character

I chose a Desert Eagle. Try to nd references

from different angles and especially the side

view which will be very important in creating the

main shape. (Fig.01 – 02)

3. In the front viewport, create a plane with

the same length and width as your reference

picture. (Fig.03)

4. Open the Material Editor by pressing M

hotkey and select a slot in the new window.

Then click on the square button beside Diffuse

and a new pop-up appears. Select Bitmap and

choose your reference picture. (Fig.04)

Fig 01

Fig 02

Fig 03

Fig 04

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

5. Once your reference picture is loaded, apply

the material to your object (1) and display the

picture in the viewport (2). (Fig.05)

6. Create a line around the gun as you did in

chapter 2 (see 146). (Fig.06)

7. Select all the vertices, right click to display

the pop-up menu and select Corner. It’s really

important because we are going next to work

with an Editable Poly so do not need any Bezier

information. (Fig.07)

8. Convert to an Editable Poly and you have a

big polygon with n-gons. (Fig.08)

Fig 05

Fig 06

Fig 07

Fig 08

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

9. Add a Shell modier to create some

thickness. (Fig.09)

10. Collapse the stack by right clicking on Shell -

Collapse All. (Fig.10)

11. Don’t forget do remove the face at the

back where the Symmetry axis will be situated.

(Fig.11)

12. As we often did with the previous chapters,

select all the vertices at the back from within the

top view. Right click on the Move button and

change the Y value to align them correctly along

the symmetrical axis. (Fig.12)

Fig 09

Fig 10

Fig 11

Fig 12

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

13. Here is the result so far in the side view.

(Fig.13)

14-15. Select the object and then press Alt+X

and it will become transparent, allowing you

to use the reference picture as a guide. With

the Cut function, add some sections as shown

below. Just press Alt+X again if you want to

view your object as in the previous preview.

(Fig.14 – 15)

16. We are going now to detach the different

elements that we are going to work on

separately. Let’s detail the procedure for just

one section as it will be the same for all. Detach

the chosen section as shown below. (Fig.16)

Fig 13

Fig 14

Fig 15

Fig 16

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

17. You now have a new object in the scene.

(Fig.17)

18. Select the open area along the bottom and

whilst pressing Shift, move them to the left in

order to extrude them. Then press Y to align the

new edges together. (Fig.18)

19. As we have often done during the last two

chapters, right click on the Move transformation

button to show the numerical parameters and

change the Y value to 0 to align the edges along

the symmetrical axis. (Fig.19)

20. Now select all the vertices and press the

square box beside Weld, changing the value

in the new window to 1. This will weld all the

vertices that occupy the same position. (Fig.20)

Fig 17

Fig 18

Fig 19

Fig 20

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

21. Do this for all the pieces you previously cut

earlier; 5 altogether. (Fig.21)

We will then work on them one by one in order

to create a more accurate model.

22. We will begin with the barrel. (Fig.22)

 

23. In the following, you will see that there

are not too many things to explain. The few

functions used during the modeling process are

mainly Cut, Extrude, Chamfer, Bevel, Connect...

and patience. The most important thing is

to always use the reference picture in the

background to help you understand the details

and volumes. (Fig.23)

24. Here is the step by step process, adding

some cuts to create the new lines. (Fig.24)

Fig 21

Fig 22

Fig 23

Fig 24

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

25. Delete the top piece as shown below to

be able to extrude important elements later.

(Fig.25)

26. Here is a different angle to show the barrel.

(Fig.26)

27. Do the same as above (see 18) to close the

top of the object. (Fig.27)

28. Add some cuts in order to extrude some

grips. (Fig.28)

Fig 25

Fig 26

Fig 27

Fig 28

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

29. Select faces on the top and extrude them

as shown below but don’t forget to slide them

to the inside a little to match with the reference.

(Fig.29)

30. Add a long horizontal cut. (Fig.30)

31-32-33. Add some cuts in order to create a

hole. This hole will be important for connecting

the different pieces. Don’t forget to align the

lines with the symmetrcal axis otherwise you will

have to x this later. (Fig.31 – 33)

Fig 29

Fig 30

Fig 31

Fig 32

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

34. More cuts to keep in track with the

reference. It’s good to add more polygons

sometimes to avoid rectangles. If you want to

sculpt some areas then it’s good to keep as

many squares as possible. (Fig.34)

35. Extrude a rectangle at the extremity to

prepare the target. (Fig.35)

36. Add more cuts in order to follow the above

advice (see 34). (Fig.36)

Fig 33

Fig 34

Fig 35

Fig 36

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

37. Here is the result from several angles.

(Fig.37)

38. Add some cuts on the front to prepare the

hole. (Fig.38)

39. Now extrude it. (Fig.39)

40-41. More cuts to reduce the rectangles.

(Fig.40 – 41)

Fig 37

Fig 38

Fig 39

Fig 40

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

42. Current preview. (Fig.42)

43. We are now going to chamfer edges

to increase the quality once the object is

smoothed. Chamfer is a very powerful function

when modeling mechanical objects. (Fig.43)

44-45. Some more angles to better see the

edges we are going to chamfer. (Fig.44 – 45)

Fig 41

Fig 42

Fig 43

Fig 44

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

46. Chamfer them as much as you want.

(Fig.46)

47. The result - don’t hesitate to add some nal

touches to keep the mesh as quads. (Fig.47)

48. Some more angles. (Fig.48)

Fig 45

Fig 46

Fig 47

Fig 48

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

49. To smooth the model, just add a

Meshsmooth modier. (Fig.49)

50. Now apply a Symmetry modier and enjoy

the result for a few moments. (Fig.50)

51. The second piece. (Fig.51)

52. Some different angles to help you visualize

volumes. (Fig.52)

Fig 49

Fig 50

Fig 51

Fig 52

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

53. Cut a hole at the bottom to help insert an

object later. (Fig.53)

54-55. Do the same on the front. (Fig.54 – 55)

56-57. Cut some lines in order to remove the

faces. (Fig.56 – 57)

Fig 53

Fig 54

Fig 55

Fig 56

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

58-59-60. Remove the faces and extrude the

edges inwards to create a thickness. (Fig.58 –

60)

Fig 57

Fig 58

Fig 59

Fig 60

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

61. Add some cuts on the front view to match

the original reference picture. (Fig.61)

62-63. Finally select the new faces and extrude

them to add volume. (Fig.62 – 63)

64. The current preview from different angles.

(Fig.64)

Fig 61

Fig 62

Fig 63

Fig 64

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

65. Select the face as shown below and extrude

it inwards to create a cavity. (Fig.65)

66-67. Add more cuts to polish the object

(Fig.66 – 67)

68. Cut some edges inside to improve the

barrel connection. We are not going to create

a working weapon but it’s still good to keep the

main areas accurate. (Fig.68)

Fig 65

Fig 66

Fig 67

Fig 68

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

69-70. Extrude the faces and polish them to

maintain smooth curves. Don’t hesitate to

display the barrel to test the connection. (Fig.69

 – 70)

71-72. In order to form a sharp edge, create a

cut as shown below. (Fig.71 – 72)

Fig 69

Fig 70

Fig 71

Fig 72

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

73. Polish the front of the object. (Fig.73)

74-75. Once again we are going to chamfer

edges to increase the quality. (Fig.74 – 75)

76. Chamfer and polish the nal piece. (Fig.76)

Fig 73

Fig 74

Fig 75

Fig 76

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

Fig 77

Fig 78

Fig 79

Fig 80

77. Some more screenshots to help you target

difcult areas. (Fig.77)

78. The nal object after smoothing. (Fig.78)

79. Add the barrel to see how they work

together. (Fig.79)

80. The pistol handle. (Fig.80)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Fig 81

Fig 82

Fig 83

Fig 84

81. The same kind of preliminary cut as we did

above to shape the main volume. (Fig.81)

82. Some more views. (Fig.82)

83-84-85. Try to keep quads as much as

possible. (Fig.83 – 85)

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

Fig 85

Fig 86

Fig 87

Fig 88

86. Current stage. (Fig.86)

87-88. Prepare and remove an area to make

way for inserting an object later. (Fig.87 – 88)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Fig 89

Fig 90

Fig 91

Fig 92

89-90. Prepare and extrude a hole for the

trigger. (Fig.89 – 90)

91-92-93. Do the same for the magazine.

(Fig.91 – 93)

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

94. A current preview. (Fig.94)

95. Now let’s add some buttons on the piece

by cutting some hexagons in the front view.

(Fig.95)

96-97-98-99-100. Using the following steps,

create the buttons. (Fig.96 – 100)

Fig 93

Fig 94

Fig 95

Fig 96

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Fig 97

Fig 98

Fig 99

Fig 100

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

Fig 101

Fig102

Fig103

Fig 104

101. Preview of the buttons after the faces are

collapsed. (Fig.101)

102. Now it’s time now to select the edges to

chamfer. (Fig.102)

103. Here they are from several angles.

(Fig.103)

104-105. Here is a preview of the chamfered

edges and nal object. (Fig.104 – 105)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Fig 105

Fig 106

Fig 107

Fig 108

106. The nal object. (Fig.106)

107-108. The nal smoothed preview along with

the previously created pieces. (Fig.107 – 108)

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

Fig 109

Fig 110

Fig 111

Fig 112

109. The next piece to create is the grip.

(Fig.109)

110. Add some subdivisions to prepare the

different regions. (Fig.110)

111. Some further angles. (Fig.111)

112. Prepare and extrude the area shown below

to match the reference. (Fig.112)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Fig 113

Fig 114

Fig 115

Fig 116

113. Cut the area which will represent the

grip and clean up the object to create quads.

(Fig.113)

114. We are not going to reproduce the grip

exactly as seen in the reference in order that I

can introduce a different technique. Select the

area and extrude it. (Fig.114)

115-116. A current preview. (Fig.115 – 116)

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

Fig 117

Fig 118

Fig 119

Fig 120

117-118. Once again, select the edges we are

going to chamfer. (Fig.117 – 118)

119. Now let’s chamfer them. (Fig.119)

120-121. Here is the stage after a quick clean

up to maintain quads. (Fig.120 – 121)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Fig 121

Fig 122

Fig 123

Fig 124

122. We are now going to create the grip

texture. First create one element of what will

become a much larger pattern. You can try to

create your own but keep it simple because it

will be quite small in the end. Notice the small

quads on the left and bottom of the object; they

are there in order to duplicate it later without any

visible holes. (Fig.122)

123. Some different angles. (Fig.123)

124. By pressing Shift, rst move the object to

the bottom right. (Fig.124)

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

Fig 125

Fig 126

Fig 127

Fig 128

125. Attach the new one to its parent, and

then select all the vertices to weld the ones

occupying the same position. (Fig.125)

126. Do the same as previously done (see 124)

but change Number of Copies to 20 to create

the initial row. (Fig.126)

127. Follow the same procedure as above but

this time vertically. (Fig.127)

128. You should now have a large square

pattern. (Fig.128)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Fig 129

Fig 130

Fig 131

Fig 132

129. Display the recent handgun piece and

move you square pattern to cover the grip area.

(Fig.129)

130- 131. Select the faces within the grip area

and delete them. (Fig.130 – 131)

132. Now apply an FFD (box) 4x4x4 modier

to bend and move the grip pattern into its

corresponding area. (Fig.132)

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

Fig 133

Fig 134

Fig 135

Fig 136

133. Here is the nal preview with both a

Symmetry and Meshsmooth modier applied.

(Fig.133)

134. Here is the current stage of the handgun

along with the grip. (Fig.134)

135. Now for the last big piece. (Fig.135)

136-137. Add some cuts to create more

denition. (Fig.136 – 137)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Fig 137

Fig 138

Fig 139

Fig 140

138. To prepare a hole, cut the area as shown

below. At the same time x any potential n-gons.

(Fig.138)

139. Extrude the area. (Fig.139)

140-141. Prepare another area for extrusion.

(Fig.140 –141)

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

Fig 141

Fig 142

Fig 143

Fig 144

142. Extrude the area. (Fig.142)

143-144. Do the same on the right to match the

reference. (Fig.143 – 144)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Fig 145

Fig 146

Fig 147

Fig 148

145- 146. As you did for the piece at the front,

cut in a hexagon in order to form a button. (See

95-100). (Fig.145 –146)

147. Some more angles. (Fig.147)

148-149-150. Select the appropriate edges and

chamfer them. (Fig.148 – 150)

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

Fig 149

Fig 150

Fig 151

Fig 152

151- 152. A nal preview. (Fig.151 – 152)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Fig 153

Fig 154

Fig 155

Fig 156

153. Apply the Symmetry and Meshsmooth

modiers. (Fig.153)

154. Here is the current stage of the handgun

containing all the large pieces. (Fig.154)

155. Now we are presented with all the small

pieces that we are going to add to match the

reference.

Here are the sights at the front of the gun.

(Fig.155)

156. The hammer. (Fig.156)

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

Fig 157

Fig 158

Fig 159

Fig 160

157. The trigger. (Fig.157)

158. The end of the magazine; we don’t need to

model everything as we don’t need this gun to

work properly. (Fig.158)

159. Another piece below the barrel of the gun.

(Fig.159)

160. Another section under the barrel to connect

with the one above. (Fig.160)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

Fig 161

Fig 162

Fig 163

Fig 164

161. The sights at the back of the gun. (Fig.161)

162. The muzzle. (Fig.162)

163-164-165- Side details. (Fig.163 – 165)

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Chapter 03: Handgun - Hard-Edge Max/SiloCedric Seaut ‘s Character Modeling

166-167. The nal preview of the gun

incorporating all the pieces. (Fig.166 –167)

168. Here is a real time preview with shadows in

3dsmax 2010. (Fig.168)

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Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

Chapter 04 - Chest(ZBrush MechanicalSculpting)

Software Used: ZBrush, 3ds Max, Silo, and

Photoshop

IntroductionIn the following chapter, we are going to see

how to sculpt a mechanical object in ZBrush

from the basic concept we achieved in the rst

chapter. We are then going to introduce several

accessories which we will integrate into the

chest.

1. We will begin with the basic concept from

chapter 1. (Fig.01)

2. By using both the Clay and Smooth ZBrush

brushes, I tried to extract more volumes which

will allow for a more polished object. (Fig.02)

3. By using the same technique shown

in chapter 2 (creating a shoe – step 5), I

polypainted a better topology on the current

concept. You will notice there are two different

colors on the object which represent the two

different objects we will create; one being the

chest and the other the hands. We are going

to use this technique in order to save memory

and allow us to sculpt more smoothly. Usually

hands require more polygons and hence more

resources due to the ngers so it’s often good to

nd a way to detach them into a unique piece.

(Fig.03)

4- 5- 6. Don’t hesitate to use the transpose

function in order to work on a specic area as

this will allow you to paint a cleaner and better

topology. The arm is a good example which

might be quite hard to paint without hiding the

rest of the object. (Fig.04 – 06)

Fig 01

Fig 02

Fig 03

Fig 04

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

7- 8. Once you’re done with the polypainted

topology used the re-topology process

explained in chapter 2 - step 12 to recreate

brand new base meshes for the chest and hand.

Remember to do only one hand as later we will

use symmetry to duplicate it. (Fig.07 – 08)

Fig 05

Fig 06

Fig 07

Fig 08

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

9. Go back to your polypainted Ztool and turn

off colorize under the Texture Tab. We are now

going to append both previous objects with this

tool. (Fig.09)

10. Under the SubTool tab, press Append and

rst choose the Chest and then the Hand as we

did in chapter 2 - step22. (Fig.10)

11. We have now three different SubTools; the

old concept and the new chest and hand. Select

the chest and subdivide it. (Fig.11)

12. Now press StoreMT under the Morph Target

Tab and display the old concept by pressing on

the eye icon beside it. (Fig.12)

Fig 09

Fig 10

Fig 11

Fig 12

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

13. On the left (1) is the last action we did above

before pressing ProjectAll in order to project all

of the sculpted information from the concept

onto the new chest base mesh. (Fig.13)

14. Here are the results below. (Fig.14)

15. Hide the old concept by pressing the eye

icon. We are now going to correct the minor

artifacts that the projection has created. (Fig.15)

16. Here on the back we can see an example of

some small artifacts. (Fig.16)

Fig 13

Fig 14

Fig 15

Fig 16

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

17. Use the Transpose function to select only

the arms. (Fig.17)

18. Now hide them by pressing HidePt under

the Masking Tab. You can now clearly see the

artifacts. (Fig.18)

19. We are now going to use the Morph data we

stored in step 12 to remove them. Choose the

Morph brush and set the intensity to 100. Now

all we need to do is just paint on the artifacts.

(Fig.19)

20. Using the Smooth brush, polish the area to

get a clean junction. (Fig.20)

Fig 17

Fig 18

Fig 19

Fig 20

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

21. Use the same techniques explained above

to x any other artifacts. Here is an image of the

nal result. (Fig.21)

 

22. Use the same steps for the hand by rst

subdividing it and then storing the morph target.

(Fig.22)

23. Project the old concept onto the new hand.

(Fig.23)

24. Below you can see both new objects. We

are now going to clean the transition between

them. (Fig.24)

Fig 21

Fig 22

Fig 23

Fig 24

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

25. Select the chest and using the Clay brush,

push in the transition area to get a perfect

assembly. (Fig.25)

26- 27. Here is a preview from different angles.

This doesn’t have to be perfect as we are going

to polish and sculpt both parts. (Fig.26 – 27)

28. We are now going to create a symmetrical

copy of the hand. First select the hand and

then press Del Lower to remove the objects

subdivision history. Then, press the SubTool

master button under the Zplugin menu. (Fig.28)

Fig 25

Fig 26

Fig 27

Fig 28

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

29. After a menu appears, click on Mirror and

then OK using the parameters shown below.

(Fig.29)

30- 31. Here are several previews of the result.

(Fig.30 – 31)

32. Still with the hands selected, reconstruct the

subdivision which is proves important in saving

display memory. (Fig.32)

Fig 29

Fig 30

Fig 31

Fig 32

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

33. Here is a nal preview. (Fig.33)

34. Its time now to add more detail to the chest.

The Dam standard brush is the main key to

achieve this and when used with the LazyMouse

it becomes the most powerful tool ever. After

selecting the Dam Standard brush, press L to

activate the LazyMouse and change the stroke

parameters to those shown below in order to

draw some perfect smooth lines. Let’s now draw

some more details on the front. (Fig.34)

35. The back. (Fig.35)

36. We are now going to work on a small area

to explain the different steps in the process

and then apply these techniques to the entire

character. Using the Dam Standard brush draw

the lines slowly to avoid artifacts, and then use

the Flatten brush with the same LazyMouse/

stroke parameters to atten the corresponding

line above the previous one. All the green lines

are done with Dam Standard brush but don’t

hesitate to use Smooth sometimes to remove

bumpy effects. (Fig.36)

Fig 33

Fig 34

Fig 35

Fig 36

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

37. We are now going to explain how to create

and sculpt these details. This technique is

probably the second main component in the

mechanical sculpting process. In reality, these

details begin as actual 3D objects so let’s create

them in 3ds max rst. (Fig.37)

38. Create a basic plane in 3dsmax using the

parameters shown below. We will rst create a

rectangle. (Fig.38)

39. Move it to the center of the scene and then

right click on the Move button to display the

pop up box below and change the X, Y and Z

values. (Fig.39

40. Convert it into an Editable Poly. (Fig.40)

Fig 37

Fig 38

Fig 39

Fig 40

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

41. Select the edges shown in green and press

the Connect button to create a new edge.

(Fig.41)

42. Select the newly created edge and chamfer

it as shown below. (Fig.42)

43. Repeat the process to create a new edge

between them. (Fig.43)

44. Chamfer it once again to get the result

shown below. (Fig.44)

Fig 41

Fig 42

Fig 43

Fig 44

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

45. Select the face and Bevel it as shown on the

right. (Fig.45)

46. Here is a preview of the current stage.

(Fig.46)

47. Select the edges as shown below. (Fig.47)

48. Now press Connect to create a new Edge

Loop. (Fig.48)

Fig 45

Fig 46

Fig 47

Fig 48

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

49. Move and scale the newly created Edge

Loop as shown below. (Fig.49)

50. Select the corner edges. (Fig.50)

51. Now chamfer them which will sharpen the

corners. (Fig.51)

52. We will now clean up the object. Press

Target Weld and then select vertex one followed

by vertex two to weld them together. (Fig.52)

Fig 49

Fig 50

Fig 51

Fig 52

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

53. Follow the same procedure with each

corner, the result of which can be seen below.

(Fig.53)

54. To maintain the object as quads, Connect

the vertices shown below. (Fig.54)

55. Now delete the edge in the middle to create

a quad. (Fig.55)

56. Do the same inside the shape to generate

quads. (Fig.56)

Fig 53

Fig 54

Fig 55

Fig 56

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

57. Here is a preview of the nal result. (Fig.57)

58. Now select all the edges shown below.

(Fig.58)

59. Apply a Chamfer as shown below. (Fig.59)

60. Select all the horizontal edges and press

Connect to create a new Ring Loop. (Fig.60)

Fig 57

Fig 58

Fig 59

Fig 60

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

61. Now Chamfer the newly created edges.

(Fig.61)

62. Follow the same procedure for the vertical

edges. (Fig.62)

63. Here is a preview of the nal object. (Fig.63)

64. Here is newly smoothed preview. (Fig.64)

Fig 61

Fig 62

Fig 63

Fig 64

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

65. We are now going to create an alpha from

this object. Go back into Zbrush and change the

document parameters as it’s important to get the

maximum quality. (Fig.65)

66. Use the zoom button on the right to see the

entire Canvas in the screen as it’s important to

use the entire space. (Fig.66)

67. Import the object created in 3dsmax.

(Fig.67)

68. Press Crease to limit the shrink effect at

the extremity and subdivide it until it’s perfectly

smoothed. Then Under the Display Property tab

press Flip to invert your object. (Fig.68)

Fig 65

Fig 66

Fig 67

Fig 68

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

69. Choose MRGBZGrabber in the list shown

below. This function will allow us to grab the

depth of the object. (Fig.69)

70. Click on Switch when you see the following

warning. (Fig.70)

71. It’s now time to create the white square.

Turn off Auto Crop and draw the square at its

maximum size using the entire canvas. (Fig.71)

72. When you release the mouse, the data is

sent to the alpha position. You have now your

alpha. (Fig.72)

Fig 69

Fig 70

Fig 71

Fig 72

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

73. Here is a quick test which will be explained

in the following paragraphs. (Fig.73)

74. It’s good to keep the original alpha

(2048*2048) but thanks to Photoshop we can

reduce it to 512*512 and save another iteration

that we will use on the model. (Fig.74)

75. Here are the different alphas I used for the

chest. I used the exact same method to create

them as explained above. (Fig.75)

76. Going back to the chest it’s now time now

to polish it a bit more in the different areas. Still

using the Dam Standard and Flatten brushes,

we can slowly clean the shape. (Fig.76)

Fig 73

Fig 74

Fig 75

Fig 76

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

Fig 77

Fig 78

Fig 79

Fig 80

77. To apply the rectangles to your shape, use

the standard brush with the DragRect stroke and

select the rectangle alpha. Now right click on the

model to change the brush parameters, bearing

in mind that the Draw Size and Focal Shift have

to be close. This procedure is important if you

want to create a clean rectangle. You can now

place them on your object. (Fig.77)

78. Let’s create another object in 3ds Max that

we will put on the chest. (Fig.78)

79. Go back into Zbrush with your chest.

(Fig.79)

80. We are now going to decimate the chest

in order to bring it into 3ds Max and avoid any

memory crash. (Fig.80)

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

Fig 81

Fig 82

Fig 83

Fig 84

81. Once its done export the optimized chest.

(Fig.81)

82. Import it in into Max. (Fig.82)

83. Merge the newly created object and position

it to mimic what we see below. Don’t move

vertices as we will match both objects in Zbrush.

Export the green object as an obj. (Fig.83)

84. Open up Zbrush and import the object into

the scene by way of SubTool Master. (Fig.84)

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

Fig 85

Fig 86

Fig 87

Fig 88

85. Use the Move brush to push the new object

a little in order to match it perfectly with the

chest. (Fig.85)

86. Once again, use the SubTool Master to

mirror the newly created object. (Fig.86)

87. Here is the nal result. (Fig.87)

88. Use the same technique as explained in

step 77 to create these holes. The alpha in the

bottom left was used (see 75). (Fig.88)

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

Fig 89

Fig 90

Fig 91

Fig 92

89. I used the rectangular alpha to create these

small thick lines (in red), still using the Dam

Standard brush with the LazyMouse to polish

the lines below (in green). (Fig.89)

90. I used the same technique to create the

holes below (see 75-77) and used the Clay

brush with a very low value to slightly atten the

areas shown below to simulate a button effect.

(Fig.90)

91. Create a new object in 3ds Max starting with

a simple cylinder. (Fig.91)

92- 93. Using the same technique explained in

step 79 duplicate and move the different objects

on the chest to get something similar to the

following. (Fig.92 – 93)

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

Fig 93

Fig 94

Fig 95

Fig 96

94. Once again bring these new elements into

the scene by using the SubTool Master plugin.

(Fig.94)

95. Here is a current preview with some more

changes using the same methods involving

alphas and the Dam Standard brush. (Fig.95)

96. We use the same technique for the

shoulders and neck. More screenshots will be

shown later to focus on the different areas.

(Fig.96)

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

Fig 97

Fig 98

Fig 99

Fig 100

97. Here is a nal preview. (Fig.97)

98. With the armor area done it’s now time to

polish the arm which is a more organic element.

Use the Inat and the Smooth brush to gradually

bulge out the volumes. (Fig.98)

99. Here are some more angles to see the

volumes. (Fig.99)

100. When you are satised with the volumes,

add more small skin details courtesy of a

specic alpha (provided customized brush).

(Fig.100)

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

Fig 101

Fig 102

Fig 103

Fig 104

101.  Once again use the Dam Standard brush

to accentuate some holes in order to make it

appear more organic. (Fig.101)

102 to 111. Here are some screenshots to

represent the key areas to help you visualize

the process. The same techniques were used

to reach this stage and mainly incorporated

customized alphas and the Dam standard / Flat

brush with the LazyMouse. It’s up to you now to

create more specic alphas and to furnish your

own library with small and simple mechanical

objects. (Fig.102 – 111)

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

Fig 105

Fig 106

Fig 107

Fig 108

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

Fig 109

Fig 110

Fig 111

Fig 112112 to 117. Here are a grenade and rie which

were created in 3ds Max to add a bit more

interest to the character. (Fig.112 – 117)

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Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting

Fig 113

Fig 114

Fig 115

Fig 116

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Chapter 04: Chest - ZBrush Mechanical SculptingCedric Seaut ‘s Character Modeling

Fig 117

Fig 118

Fig 119

Fig 120

118-119-120. I also added a simple military

pouch to create some extra detail. Here are the

different sculpting steps. (Fig.118 – 120)

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

Chapter 05 - Pants(ZBrush FabricSculpting)

Software Used: ZBrush, 3ds Max, Silo, and

Photoshop

IntroductionIn the following chapter, we are going to see

how to sculpt the pants from the basic concept

we achieved in the rst chapter. We are then

going to introduce several accessories that we

will integrate into it.

1. So let’s start from the basic concept we

achieved in Chapter 1 (Fig.01).

2. Basically we are going to follow the same

procedure as we did in the last chapter and

also for the shoe. The rst stage involves

polypainting the concept to use as a guide later

on when reconstructing the topology (Fig.02).

3. Don’t hesitate to re-read the previous chapter

and to follow the step by step progress.

Here you can see the new mesh. In the second

image you will notice that the top and the bottom

are capped. It’s still good to close your mesh in

order to get a better texture (Fig.03a – b).

Fig 01

Fig 02

Fig 03a

Fig 03b

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

4. Now go back to your concept mesh as we are

going to re-project all the information from the

old version onto the new one. First of all turn off

Colorize to hide Polypaint (Fig.04).

5. Under your Subtools, press Append to display

the new menu that will allow you to select the

new pants mesh. After selecting it you will see it

 just under your main Subtool (Fig.05).

6. Subdivide it several times but be careful to

keep under 3 million polygons, otherwise you

will have a lack of memory which will encroach

on your workow. You just need enough

resolution to get a nice projection. Go to the

bottom, open up the morph tab and press Store

in order to store this current state in the memory

(Fig.06).

7. Press “Project All” to transfer all the

information from the old mesh onto the new

version. As you can see below, you may have

some artifacts. This phenomena comes from the

polygons you created to cap the mesh but there

is no need for concern as the morph will allow

you to x these bugs (Fig.07a - b).

Fig 04

Fig 05

Fig 06

Fig 07a

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

8. Thanks to the Morph and Smooth brushes,

you can correct the artifacts easily. It’s important

to change the intensity of the morph brush in

order to remove the distortion quickly. In the

second picture, you can see a preview of the

result (Fig.08a – b).

9. We are now going to paint a rst pass of folds

on the pants. To keep smooth unied volumes

and avoid any bumpy effects, we will use the

Standard brush with the LazyMouse as shown

below. It is then a case of slowly drawing in

some lines. Work in symmetry to save time as

the accessories will break this up later. It’s good

to have some references when you work on

folds in the cloth so don’t hesitate to take some

photos of yourself to help or alternatively use

the internet (Fig.09).

Fig 07b

Fig 08a

Fig 08b

Fig 09

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

10. Before continuing with the folds we are

going to create the base meshes for the

accessories. We are going to need an iteration

of the pants for that. Open the Zplugin menu

and change the Decimation parameters as

shown below. After the calculation, you will have

a lighter version that you can use in 3dsmax to

gure out the accessories (Fig.10).

11. Import the above created mesh into 3dsmax

(Fig.11).

12. Create a simple plane and center it in the

scene. Now move it to the middle of the thigh as

shown in the second picture (Fig.12a – b).

Fig 10

Fig 11

Fig 12a

Fig 12b

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

13. We are going to extrude edges to create

straps so rst of all convert the plane to an

Editable Poly (Fig.13).

14. Move the edges slightly (Fig.14).

15. By pressing shift, duplicate and move the

edge to the left. Repeat this to add further faces

around the thigh and create a strap (Fig.15).

16. Do this several times as shown below

(Fig.16a – b).

Fig 13

Fig 14

Fig 15

Fig 16a

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

17. Finally weld the vertices as shown below in

order to close the Strap (Fig.17).

18. In this chapter, we are going to use some

generic objects such as clips. They will be used

essentially for straps to add more detail and get

a better silhouette (Fig.18).

19. Like the Desert Eagle, another weapon has

been made for the left thigh of the character.

We are going to place it into its correct position

in order to better create the straps. In the last

picture, we also moved and duplicated the clips

to “attach” the blade onto the pants (Fig.19a –

b).

Fig 16b

Fig 17

Fig 18

Fig 19a

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

20. Create another strap below the rst one by

using the same steps, adding more clips to get

the following preview (Fig.20a – b).

21. We are now going to create some thickness

to the straps. Under the Modier tab, open the

roll out and select Shell (Fig.21).

Fig 19b

Fig 20a

Fig 20b

Fig 21

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

22. It’s up to you then to try and choose the

best parameters in order to create realistic

proportions (Fig.22).

23. Once satised, convert both elements to an

Editable Poly to collapse the modier stack and

keep it simple (Fig.23).

24. We are now going to “prepare” the mesh

and so in order to do that hide everything except

the strap (Fig.24).

25. Select one edge (Fig.25).

Fig 22

Fig 23

Fig 24

Fig 25

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

26. Press on Ring to select the ring loop

(Fig.26).

27. Now click on Loop to select the

corresponding edge loops (Fig.27).

28. Now you can chamfer the edge loops in

order to get sharper angles when you have to

sculpt the strap within Zbrush where it will be

much easier to achieve a better result (Fig.28).

29. Apply this to the second one below. Here is

a current preview (Fig.29).

Fig 26

Fig 27

Fig 28

Fig 29

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

30. Here is another preview without the wire

(Fig.30).

31. It’s now the time to re-use the Desert Eagle

you created previously as we are going to create

a holster for it (Fig.31).

32. As we did with the straps above, use the

same technique to create the holster, edge by

edge (Fig.32).

33. Extrude the edges as shown below (Fig.33a

 – b).

Fig 30

Fig 31

Fig 32

Fig 33a

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

34. Don’t hesitate to hide everything except

the current object in order to see what you

are doing. Continue to extrude the edges by

pressing shift (Fig.34).

35. Here is a current preview from several

angles (Fig.35).

36. Extrude the edges step by step (Fig.36).

Fig 33b

Fig 34

Fig 35

Fig 36

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

37. In order to “close” the mesh, use the Target

Weld Function to snap and weld corresponding

vertices (Fig.37).

38. Cap the bottom but don’t forget it’s important

to keep the mesh as quads as this will remove

any bugs and artifacts in ZBrush (Fig.38).

39. Follow the same procedure on the top.

Select all the edges by using the Border

selection mode (Fig.39).

40. Whilst pressing shift, extrude the border and

scale it down (Fig.40).

Fig 37

Fig 38

Fig 39

Fig 40

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

41. Once done close it properly with quads

(Fig.41).

42. As we did for the straps, we are going to

sharpen some edges to simplify the work in

Zbrush.

Select the edges as shown below (Fig.42).

43. Here are some other previews from several

angles (Fig.43).

44. Add a mini strap using the same technique

as shown below (Fig.44).

Fig 41

Fig 42

Fig 43

Fig 44

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

45. An a further one on the side (Fig.45).

46. We are going to create more elements in

order to add extra detail. Usually it’s better to

have one object with several sub objects rather

than a complete mesh entirely sculpted (Fig.46).

47. Use the same procedure as we have done

previously (Fig.47).

48. Here are some more views to show the main

shape and silhouette (Fig.48).

Fig 45

Fig 46

Fig 47

Fig 48

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

49. Don’t hesitate to look at references for the

details with Google often being your best friend.

Here is one more strap (Fig.49a – b).

50. Feel free to re-use the clips (Fig.50).

51. Here are a few more images to show the

extra straps (Fig.51a – c).

Fig 49a

Fig 49b

Fig 50

Fig 51a

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

52. You have now your holster where you can

house your weapon (Fig.52).

53. Let’s add some more accessories on the

thigh to accommodate the holster and also add

more denition (Fig.53).

Fig 51b

Fig 51c

Fig 52

Fig 53

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

54. Use the same procedure as before to add

thickness and prepare it for sculpting (Fig.54).

55. Add some more clips in order to house a

new strap which will support the holster (Fig.55).

56. You can now go on and create the strap

from a simple plane. In the second picture you

can see a preview from the back (Fig.56a – b).

Fig 54

Fig 55

Fig 56a

Fig 56b

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

57. Here is a preview of all the current

accessories present on the right thigh (Fig.57a

 – b).

58. Here are all the newly created accessories

(Fig.58).

59. With these components done it’s time now

to work on the belt area. First duplicate the

standard clip and position it at the top (Fig.59).

Fig 57a

Fig 57b

Fig 58

Fig 59

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

60. Thanks to this clip, you can gure out

the placement of the main strap and add its

thickness (Fig.60a – b).

61. Now it’s time to create the small pieces

of cloth to support the main strap as seen

commonly on a pair of jeans. Once again, apply

the thickness modier and chamfer the edges

(Fig.61a – b).

Fig 60a

Fig 60b

Fig 61a

Fig 61b

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

Fig 62

Fig 63

Fig 64

Fig 65

62. To make the new objects symmetrical, apply

the Mirror modier as shown below (Fig.62).

63. Create another piece which will essentially

protect the upper thigh area (Fig.63).

64. Place on some more accessories to prepare

for another strap (Fig.64).

65.Create this strap/belt and nish it correctly

(Fig.65).

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

Fig 66

Fig 67

Fig 68a

Fig 68b

66. You can nd some references for these

kinds of pieces on American Marines (Fig.66).

67. Here are some other views of the current

model (Fig.67).

68. Here is another piece (Fig.68).

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

Fig 69a

Fig 69b

Fig 69c

Fig 69d

69. Create one more protective piece, duplicate

it to add more detail and then duplicate this

double piece and place them at the back

(Fig.69a – d).

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

Fig 70

Fig 71a

Fig 71b

Fig 71c

70. Here is a current preview of the model

(Fig.70).

71. Now let’s add some more accessories to the

thigh (Fig.71a - c).

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

Fig 72

Fig 73a

Fig 73b

Fig 74

72. It’s now time to work on the knee area by

including a knee protector. We will use the same

technique as followed previously (Fig.72).

73. More clips will be added to accommodate

the accessories. In the second picture you can

see some more previews (Fig.73a – b).

74. Its time now to x the knee protector in place

with a new strap. Extrude it around the knee and

 join the ends (Fig.74).

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

Fig 75

Fig 76

Fig 77

Fig 78

75. Next add some thickness (Fig.75).

76. Create some small straps to link the knee

protector to the clips and once again add some

thickness (Fig.76).

77. Here is a current preview from different

angles (Fig.77).

78. Here is a nal preview of all the accessories

(Fig.78).

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

Fig 79

Fig 80

Fig 81

Fig 82

79. Export only the newly created accessories

as .obj les from 3ds max. We will import these

later into Zbrush to be sculpted (Fig.79).

80. Open up your Zbrush shoe le. We

are going to use the main shoe object as a

reference in the pants Zbrush le to help sculpt

the pants and accessories (Fig.80).

81. Click on the Frame button on the right and

you will see several colors appear on the shoe

that correspond to the different objects. We

 just need the biggest one without the laces and

everything else (Fig.81).

82. Now click on GrpSplit in the SubTool Tab

and you will see more Subtools appear in the

list. You can now delete everything one by

one except the rst one which corresponds to

the main shoe object, as shown on the right

(Fig.82).

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

Fig 83

Fig 84

Fig 85

Fig 86

83. You now have only one Subtool in the list

and you will notice that this element has lost its

subdivision history. Subdivision history is really

important if you want to save memory and be

able to sculpt smoothly. To recover subdivisions

 just press on Reconstruct Subdiv several times.

 As long as we just need a reference of the

shoe you could also delete the higher level of

subdivision as shown in step 3 (Fig.83).

84. Here is a nal preview of the shoe reference.

There is just enough to help you when working

on the rest of the pants (Fig.84).

85. Once again use the Plugin SubTool Master

to mirror the shoe (Fig.85).

86. Now go back to your simple pants you

created at the beginning of this chapter (Fig.86).

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

Fig 87

Fig 88a

Fig 88b

Fig 89

87. Append the shoes you just created above

(Fig.87).

88. Finally, append the accessories that you

created in 3dsmax by using SubTool Master.

You should arrive at something close to the

second picture (Fig.88a – b).

89. In order to work properly on single elements

click on GrpSplit and you should then see many

more SubTools appear on the right. It would be

easier to work on them one at a time which will

also be much better for memory as you could

easily end up with over 10 million polygons

without any restrictions (Fig.89).

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

Fig 90

Fig 91

Fig 92

Fig 93

90. You can now add more subdivisions to the

objects in preparation for the sculpting (Fig.90).

91. Now let’s work on the rst element; the

pelvic protectors. Before starting do not hesitate

to add more subdivisions (Fig.91).

92. To be able to work properly without being

disturbed by any other objects you can hide

them by simply clicking on the eye button just to

the right of your current SubTool (Fig.92).

93. Dam Standard will be used once again to

“draw” the main lines but don’t forget to turn the

symmetry on (Fig.93).

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

Fig 94

Fig 95

Fig 96

Fig 97a

94. Use now the Flatten brush to atten some

areas as shown below and the Dam Standard

brush to polish and sharpen any holes and

details (Fig.94).

95. For the nal scratch touches keep using the

Dam Standard brush and draw some natural

lines to suggest that the object is actively used

(Fig.95).

96. Here is a nal preview (Fig.96).

97. Follow the same procedure for the pelvic

protector situated underneath (Fig.97a – b).

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

98. And likewise for the ones at the back

(Fig.98).

99. Now let’s work now on another one as

shown below (Fig.99).

100. First of all subdivide it (Fig.100).

Fig 97b

Fig 98

Fig 99

Fig 100

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

101. Don’t forget to activate the symmetry –

something which has to be done for all the

SubTools as it’s not a general option (Fig.101).

102. A very nice Brush is the Slash2 and thanks

to this you will be able to create extra pieces

of cloth apparent on jeans. Select the Slash2

Brush and activate LazyMouse making sure not

to forget to change the LazyStep value to 0 in

order to get a perfect line. Now right click and

move down the Z intensity value to reduce the

brush strength. You can now draw a line around

your object as shown below (Fig.102).

103. Thanks to a customized brush (created by

David Giraud), draw another line to simulate the

stitches (Fig.103).

104. Now you can use the standard Inat Brush

to add some folds to make the object look a bit

more realistic (Fig.104)

Fig 101

Fig 102

Fig 103

Fig 104

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

105. Here is a nal Preview (Fig.105).

106. Select the object as shown below and

subdivide it (Fig.106).

107. We are now going to create a mask so

select the Clay brush and right click, changing

its focal Shift value to make both circles closer.

This will make the mask sharper (Fig.107).

108. Now scroll down to the Deformation tab

and change the Inat Value. You could get

exactly the same effect by using the Slash2

brush as above but I just wanted to introduce a

different way of doing it (Fig.108).

Fig 105

Fig 106

Fig 107

Fig 108

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

109. This time you can use the slash2 brush to

create more cloth pieces. You can also use the

Standard brush with a low Z intensity to create

the folds (Fig.109).

110. Once again use the customized brush to

make the stitches (Fig.110).

111. Use the Inat brush for the smaller folds

(Fig.111).

112. Here is a nal preview (Fig.112).

Fig 109

Fig 110

Fig 111

Fig 112

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

113. Select another object and use the same

procedure to complete it (Fig.113a - c).

114. Here is the same process applied to the

belt using the same technique (Fig.114).

Fig 113a

Fig 113b

Fig 113c

Fig 114

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

115. Here are the belt elements (Fig.115).

116. Here is the same for the second belt, for

which we will use the same technique we used

in the Chest chapter to create customized

stitches using the alpha shown below (Fig.116).

117. We are now going to work on the straps

but before we do this select the Clay brush

and push in the pants to remove any artifacts

(Fig.117).

118. Here is a nal preview of the straps,

still using the same technique to sculpt them

(Fig.118).

Fig 115

Fig 116

Fig 117

Fig 118

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

119. Let’s work on the knee pads (Fig.119).

120. Modify the overall shape a little to get a

better shape and with the customized brush

draw a line around them to create the seam

(Fig.120).

121. Here is a preview (Fig.121).

122. In order to work properly on the object,

click on the eye on the right of the SubTool to

hide all the surrounding objects (Fig.122).

Fig 119

Fig 120

Fig 121

Fig 122

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

123. We are going to use the projection master

to add a pattern across the knee pads. In order

to get better results, you will need to turn the

Perspective button off under the Draw tab

(Fig.123).

124. Click on the Projection Master button along

the top menu and uncheck everything except

Deformation. Now press Drop now and you will

be in the projection master mode (Fig.124).

125. You are now in projection master mode. On

the right in the Tool Menu, select SimpleBrush.

On the left select Line Stroke and below the

Dam Standard alpha. Don’t forget to change the

Spacing value to 2, which will allow you to get

some very clean lines. Finally press on Zsub

button (Fig.125).

126. You can now draw some lines on the knee

pad. (Fig.126)

Fig 123

Fig 124

Fig 125

Fig 126

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

127. Once you are satised with your

modications, you can go back to the previous

ZBrush sculpting mode by pressing the

Projection Master button, keeping Deformation

on and nally clicking on Pickup Now (Fig.127).

128. Here is the result (Fig.128).

129. Don’t hesitate to repeat this procedure if

you want to add more lines. You can then re-use

the alphas you created in the Chest chapter to

add more denition (Fig.129).

130. You can also use the mask technique

to dene more volume as explained above

(Fig.130).

Fig 127

Fig 128

Fig 129

Fig 130

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

131. Ctrl click on that area if you want to smooth

the selection and then change the Inat value to

extrude the masked selection (Fig.131).

132. Here is a nal preview (Fig.132).

133. You can now unhide the elements and

use the Clay brush to push in the pants slightly

(Fig.133).

134. And nally, you can use the Slash brush to

add some scratches (Fig.134).

Fig 131

Fig 132

Fig 134

Fig 135

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

135. Now let’s move onto the straps around the

knee (Fig.135).

136. An another customized brush was used to

add different details to the strap. A very simple

alpha was created by using the technique

explained in the previous chapter. With this

brush selected, right click and change the Focal

Shift value to make both circles closer. You now

 just have now to paint on the strap (Fig.136).

137. Here is a nal preview (Fig.137).

138. Here is a nal preview for the small straps

shown below (Fig.138).

Fig 135

Fig 136

Fig 137

Fig 138

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

139. Here are some previews of the other

objects using the same techniques (Fig.139a

 – b).

140. A current preview (Fig.140).

141. We are now going to work on the pants.

In order to sculpt them properly without any

interference from the other objects you may

wish to activate transparency (3).

To start sculpting folds, use the Standard brush

with LazyMouse which I strongly recommend

if you want smooth and clean folds. It’s also

good to paint these slowly as you will get better

results (Fig.141).

Fig 139a

Fig 139b

Fig 140

Fig 141

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

142. Here are the pants step by step (Fig.142a

 – 2).

143. Now let’s move onto the seams using the

Slash2 brush as explained above (Fig.143).

144. Don’t hesitate to hide everything except

the left or the right piece of the pants in order to

sculpt the seams inside the legs (Fig.144).

Fig 142a

Fig 142b

Fig 143

Fig 144

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Chapter 05: Pants - ZBrush Fabric SculptingCedric Seaut ‘s Character Modeling

145. Draw more lines with the customized

stitches brush (Fig.145).

146. And once again using the Inat brush,

sculpt the small folds on each side of the seams

to nish the details (Fig.146).

147. Lets’ now replace the shoes with the

real ones so rst of all delete the existing one

(Fig.147).

148. Open up your Zbrush le with your nal

shoes inside (Fig.148).

Fig 145

Fig 146

Fig 147

Fig 148

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Cedric Seaut’s Character Modeling Chapter 05: Pants - ZBrush Fabric Sculpting

149. Go back to your pants Tool and be sure to

delete the old shoes (Fig.149).

150. Append the real ones (Fig.150).

151. Here is a nal preview, with the completed

pants (Fig.151).

Fig 149

Fig 150

Fig 151

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Cedric SeautFor more from this artist visit

http://www.khalys.net/ 

or contact

[email protected] 

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The series is split into 6 chapters and will endeavour to give you an insight into how a fully realised 3D scene

may be arrived at from beginning to end. The tutorials will attempt to address the key issues and techniques

appropriate in achieving this, from concept sketches through to building the 3D scene, mapping and

unwrapping, texturing and eventually to lighting and rendering, culminating in a fnal render . The emphasis overthe course of the series will be on the texturing and principally the aging and wear of materials.

Original Author: 3DTotal.com Ltd | Platform: 3ds max, Cinema 4d, LightWave, Maya and Softimage XSI

Format: DOWNLOAD ONLY PDF | Pages: 38+

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Zbrush Character Creation is a comprehensive look at the techniques and tools used to sculpt a variety of

physical characteristics specic to several character types. The lessons on offer show how to transform a

general base mesh into a denitive character class and explains the tools used to not only create the details

and unique facial features, but also how to manipulate the overall proportions and head shapes. There arenine chapters in all, ve of which cover the human condition and four of which cover creatures with human

characteristics including zombie, werewolf and Frankenstein’s monster.

Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 091

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This e-book provides a detailed account of building, texturing and lighting the interior of a Gothic Church based

upon a concept painting. The ebook is available in ve different platforms. Chapter two however is dedicated to

creating a gargoyle in Zbrush – the focal point in our scene. Here the author will start by creating a rough body

form using ZSpheres and move through the numerous sculpting phases and modeling the details for each partof the character, highlighting the various brushes and tools used throughout.

Original Author: 3DTotal.com Ltd | Platforms: 3ds max, Cinema 4d, LightWave, Maya and Modo.

Format: DOWNLOAD ONLY PDF | Pages: 47+

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This series of ZBrush tutorials orientates around speed and efciency and how to achieve detailed sculpts

within a few hours. Each of the ten chapters focuses on a different character topic ranging from mythical

creatures such as the Minotaur and Cyclops to Pirates and monsters. With over seven hours of video

footage and covering ninety seven pages this e-book provides an insight into the working methods of elevenprofessional artists. Each individual showcases their particular approach to the subject and treats us to an

exhibition of both their artistic and technical skills that form the backbone of their creative process.

Original Author: 3DTotal.com Ltd | Platforms: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 97

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This six chapter eBook aims to show the value of post-production and more specically the ways in which

Photoshop can be used to aid the 3D pipeline. Over the course of six chapters we shall focus on the various

tools and techniques on offer in Photoshop that are frequently used to improve 3D renders. Compositing

passes, adding particle effects, improving lighting and making general colour adjustments are a few of thetopics covered, as well as ways to create backgrounds that both complement and enhance characters.

The methods presented within this series can provide an efcient alternative to lengthy render test. 

Original Author: 3DTotal.com Ltd | Platform: Photoshop | Format: DOWNLOAD ONLY PDF | Pages: 049

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