![]() He starts with the re-topo of the head and body, then moves on to parts of the armor showing how a mix of the Modo retopology and regular modeling tools can be used to start rebuilding and finishing the armor plates. After preparing the final sculpt for export out of ZBrush, Ben gives an introduction into the modeling basics of Modo that are needed to rebuild the character for Sub-D. Inside ZBrush, Ben sketches out the character in 3D starting with the base body, continuing with the armour parts while he makes sure the model stays functional for animation. ![]() He starts by analyzing the 2D sketch to get to know the character and breaks the design down into its basic parts. In this tutorial, Ben Erdt shares his workflow for creating a sci-fi creature/character from a 2D sketch to the final production model ready for rigging and animation.
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