Making of Monkey Island Pirate

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Making of Monkey Island Pirate by Cleyton Jonnas

 

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This project started on the #20 CGHUB characterFORGE challenge: The art of Carlos Huante. Software Used : Zbrush, 3dx max, Photoshop

The concept that I chose was this one:

monkey island

 

It was a modelling challenge, so textures was not required, having it in mind I didn’t need to worry about any mesh flow or UV’s soI focused only on the modeling.  I used the great dynamesh tool in Zbrush, the model is all made from spheres except for the hat and the sword which I used a base mesh made on 3dsmax.

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On the first steps I basically use 3 brushes – Move tool to get a general form, Clay tool to a little bit more control and smooth to get the general shapes and proportions and using dynamesh. I started to add spheres to make the hand and everything else as you can see in the image above. After get the general shapes and proportion I started the detail process,  for this part was fundamental to have good photos references, good references of what you want to achieve is always very important.

some references used:

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Using the standard brush I make the lines always looking to the references to see the directions and correct places, after delineate some lines I start to get some squares where the lines cross each other. So I use the clay or standard brush to enhance a little those squares and sometimes a little of the pinch tool, but you should be carefull with the pinch tool or you get bad results. To pores and very fine details I just use the dragdirect tool of Zbrush and some alphas and in some parts color spray also on the stroke menu of Zbrush.

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Same process was used in all model and this was the final result which is my final entry in the challenge:

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After the end of the challenge I decided to go further and texturize the upper body because I used dynamesh in all model I had no proper mesh or UV’s.  So I had to do a retopology it to get a proper mesh for UV’s. Zbrush has its own retopology tools but I prefer to do that on 3dsmax. I decimated the model and exported to 3dsmax where I used the freeform tools on the ribbon panel of 3dsmax to create a new mesh on top of the decimated one. You just need to change to “Draw on: surface” in the freeform panel and pick the decimeted mesh so you can start to model on top of you hi-poly model, starting from a plane and using the step build and extend tools to create mesh. After that I opened the UVS on UVLayout.

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Now that I have a lowpoly mesh with UV’s I can import it back on Zbrush and project all the details in my new mesh. I import it and divide a couple times to get some resolution and click in ProjectAll, wait process it and you will have all your details in you new mesh with proper UV’s, sometimes you have to fix some projection errors  specially in places where the mesh is too close to other like the lips  but you can easily fix that using smooth and standard tools.

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Now I have a new mesh with UV’s and all details so I step down to SDiv 2 and exported the obj to paint it in MARI.  Unfortunatelly I don’t have any print screen of my project in MARI because I had some problems with my windows setup but this is a good time to talk about it, when you create a new project in MARI and create layers, effects or whatever  you will probably save you project going to File> save, but MARI saves your project in a diferent way that we are used to in other programs, it does not save a file that you can read and open in another computers for example, so if you have a problem with your windows like I had and if you need to reinstall your Windows you must go first in your MARI, click on your project and then click on button on the bottom part of your screen if you don’t do that you will not be able to open your project ( layers, effects,blends) again after installing a new windows. That is what happened to me. Well after texturing in MARI using photos projections I exported all maps and setup the sss2 skin shader on Vray

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I also generate a displacment map in Zbrush because it is very usefull on the texturing process to add details to your textures. The lighting setup is very simple as you can see, just a HDRI in a vraydome light and a vray sun to get a little better representation of the sun because if you use only the HDRI you get a little washed lighting, with a vray sun I could have a little more control on the lighting.

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Just some tweaks in photoshop add background, and that’s it,  this is the final result.

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Hope you liked.
Thank you.

Website: www.cleytonjonnas.com

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