Software Used: |
3ds Max, Mudbox, VRay & Photoshop |
Before
starting to design any character you must know the characteristics of
that character. What is the character’s age? What background are they
coming from? What is their objective? So before I started to design my
character I defined some of these characteristics and because my style
is cartoony I decided I wanted my character to be totally childlike. So
I wrote down "childlike, lovely, brave and oppressed" in my notes. I
think this step is a very important part of creating a character,
because it affects the whole characterization.
This is my basic concept of the character (Fig.01).
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Fig.01
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I used 3ds Max, Mudbox, VRay and Photoshop to create this character in 3D. After importing the character design to 3D space I started everything from a simple sphere. I set the segments of the sphere to a couple of numbers (12) and after adjusting the primary parameters I converted the sphere to editable poly and started the modeling (Fig.02 – 03). |
Fig.02
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Fig.03
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I used a
cylinder to model the body, hands and feet. After some primary parameter
adjustments to the object, I converted that to editable poly as well (Fig.04 – 06).
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Fig.04
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Fig.05
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I used a biped posture for the character (Fig.11).
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Fig.11
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Fig.12
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After that I
imported the low-poly terrain model into Mudbox and worked on the
details a little, then imported it back to 3ds Max. After importing the
high-poly model I applied the Optimize modifier from the list to
reduce lots of non-essential faces. I wanted to cover the terrain with
grass so I really didn’t need that many faces. The final composition
can be seen in Fig.13.
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Fig.13
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I used two VrayLights with cold and warm colors to light the scene, the warm light with Multiplier set to 12 and the cold light with Multiplier set to 3. I used VrayLights to keep the hard shadows away because hard shadows were not suitable for my style (Fig.14). |
Fig.14
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Here you can see the render settings (Fig.15 – 16). |
Fig.15
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Fig.16
I then added grass to the terrain and made some Hair and Fur adjustments (Fig.17).
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