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3DTOTAL SWORDMASTER PDF

3D Masterclass: The Swordmaster in 3ds Max and ZBrush: The Ultimate Guide to Creating a Low Poly Game Character [Gavin Goulden, 3dtotal Publishing] on. Köp 3D Masterclass: Swordmaster in 3ds Max and ZBrush: The Ultimate Guide to Creating A Low Poly Game Character av 3dtotal på We’re teaming up with the fine folks over at 3DTotal to give you a peak at a sample chapter from their latest ZBrush and 3D Studio Max book.

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Fig19 page 47 This will leave only the one further back on this section of the jaw.

One other thing todo is add a cut below the lips to create a bettershape to the chin highlighted in red. Now select the bottom row of edges oncemore and copy these downwards by quite away Fig When we look at Fig19 we can see the underside of the hand on the left.

This is so this front group can eventuallybe unwrapped with the top of the face to createa seamless texture for the hairline. Now in sub-object poly mode, select allof the right half of the head make sure IgnoreBackfacing is unchecked by including part ofthe left side just past the central line. Onceagain do not worry about the verts aligning, justconcentrate on shaping the mesh to follow theshape of the head in the same way we havedone before.

The Swordmaster in 3ds Max and ZBrush – 3dtotal Publishing

With the nose and eyes underway wehave just the mouth left to make a start on. You cansee in Fig10 that I have made two diagonal cutsand when we attach a skeleton and bend theknee backwards you will notice in the two insetson the right that the lower one is more realisticas a result. Now to build the central sections — threerows of nine quads as seen in Fig This brings us to the final piece of clothing that we shall add in this tutorial; the belt.

Fig23Fig24 page 49 Chapter 04 www. Now delete the two triangles next to it and create a quad shaded in green which will result in a row of four quads ready to create the fingers and the beginnings of a thumb. You can see in the picture that I have made three extrusions downwards which completes this section of this months tutorial.

With the legs finished it is time to extend the arms. Using this same technique extend the leg downwards to create the upper part of the leg.

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We have made most of the shoulder areaalready by simply copying edges and re-positioning the new verts and now it is time tostart to form the top of the arm area. Fig20 page 34 Chapter 03 www. We have now created two trianglesby the last cut but these could be deleted andreplaced by a quad if one so wished.

At the moment we have six rows of polygons running over the top of the head — more than we really need. This will create a new object which we can thenscale according to the one shown on the left.

This will leave a fivesided poly on the palm side of the hand andso to alleviate 3ddtotal continue the cut upwardsin the position mumbered 2. InFig18 you will notice this at the top of the stackand when you alter the inner amount by about0.

Fig04 page 26 Chapter 03 www. Detach theseand make them an element in the dialogue boxso they remain part of the main mesh and thenuniversally scale them up slightly.

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Once again grab the lower ring of edges and copy them downwards green line in Fig Welcome to the first of an ongoing tutorialwhich will run over the next eight issues andprovide a step by step guide to building a lowpoly character based upon a model by Seong-Wha Jeong. This will help smooth the curve of the leg when it is extended Fig Now that we have the belt wrapped aroundthe character we just need to transform the vertsand fit it properly around the mesh Fig Fliberty Fliberty When you go down the stack to the Editablepoly level the duplicate will now swordmastfr.

Now it is time to begin forming the chestarea by selecting the bottom row of edges onthe front of the torso green line in Fig06 andduplicating them downwards red line in Fig06 using the same method. We can only see 8 butthere are in fact 16 separate ones and so 3drotal OK we are welding this 16 into 8 and soreducing the count from to In Fig05 you can see a large yellow piece ofgeometry that has been positioned.

The Swordmaster in 3ds Max and ZBrush

Now select the vertices on the newfaces and drag over to the correspondingones on the ear to patch up the hole indicatedby the green dots.

Also add in a small cut indicated by the red line. This will now give you access to two verts wherer there was once one. Now we need to add a heel and sole to them so first select the two quads at the back and extrude them down as seen on the left highlighted in red.

This will add a littlemore curvature to the thumb when we extend itdownwards eventually. Orinoco Orinoco The eye area is somewhat improved but we need some more detail above the brow so move the existing line of verts up slightly yellow line in Fig