3dtotal com ltd cedric seaut 39 s character mod
TRANSCRIPT
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 1/204
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 2/204
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 3/204
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 4/204
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 5/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 6/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 7/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 8/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 9/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 10/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 11/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 12/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 13/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 14/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 15/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 16/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 17/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 18/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 19/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 20/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 21/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 22/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 23/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 24/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 25/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 26/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 27/204
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.
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 28/204
Chapter 01: Concept Cedric Seaut ‘s Character Modeling
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 29/204
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.
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 30/204
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 31/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 32/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 33/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 34/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 35/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 36/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 37/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 38/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 39/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 40/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 41/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 42/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 43/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 44/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 45/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 46/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 47/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 48/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 49/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 50/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 51/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 52/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 53/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 54/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 55/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 56/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 57/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 58/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 59/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 60/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 61/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 62/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 63/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 64/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 65/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 66/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 67/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 68/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 69/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 70/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 71/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 72/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 73/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 74/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 75/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 76/204
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 77/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 78/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 79/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 80/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 81/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 82/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 83/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 84/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 85/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 86/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 87/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 88/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 89/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 90/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 91/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 92/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 93/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 94/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 95/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 96/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 97/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 98/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 99/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 100/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 101/204
Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo
Fig 97
Fig 98
Fig 99
Fig 100
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 102/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 103/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 104/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 105/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 106/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 107/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 108/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 109/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 110/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 111/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 112/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 113/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 114/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 115/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 116/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 117/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 118/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 119/204
Cedric Seaut’s Character Modeling Chapter 03: Handgun - Hard-Edge Max/Silo
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 120/204
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 121/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 122/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 123/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 124/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 125/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 126/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 127/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 128/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 129/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 130/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 131/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 132/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 133/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 134/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 135/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 136/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 137/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 138/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 139/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 140/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 141/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 142/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 143/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 144/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 145/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 146/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 147/204
Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting
Fig 105
Fig 106
Fig 107
Fig 108
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 148/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 149/204
Cedric Seaut’s Character Modeling Chapter 04: Chest - ZBrush Mechanical Sculpting
Fig 113
Fig 114
Fig 115
Fig 116
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 150/204
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)
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 151/204
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 152/204
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 153/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 154/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 155/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 156/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 157/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 158/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 159/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 160/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 161/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 162/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 163/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 164/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 165/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 166/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 167/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 168/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 169/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 170/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 171/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 172/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 173/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 174/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 175/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 176/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 177/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 178/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 179/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 180/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 181/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 182/204
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).
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 183/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 184/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 185/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 186/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 187/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 188/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 189/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 190/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 191/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 192/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 193/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 194/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 195/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 196/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 197/204
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
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 198/204
Cedric SeautFor more from this artist visit
http://www.khalys.net/
or contact
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 199/204
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+
Visit 3DTotal.com to see our full range of training products
3DTOTAL.COM
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 200/204
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
Visit 3DTotal.com to see our full range of training products
3DTOTAL.COM
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 201/204
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+
Visit 3DTotal.com to see our full range of training products
3DTOTAL.COM
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 202/204
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
Visit 3DTotal.com to see our full range of training products
3DTOTAL.COM
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 203/204
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
Visit 3DTotal.com to see our full range of training products
3DTOTAL.COM
8/17/2019 3Dtotal Com Ltd Cedric Seaut 39 s Character Mod
http://slidepdf.com/reader/full/3dtotal-com-ltd-cedric-seaut-39-s-character-mod 204/204
Visit 3DTotal.com to see our full range of training products
3DTOTAL.COM