Fig.04
Once the
overall anatomy was defined, I started working on each specific body
part, starting with the head. From the beginning I was looking for an
extremely angry expression and to get this I had to work hard on his
face. By using brushes such as Standard and Inflate, I started to give
volume to the eyebrows area, eyelids and cheeks and by using the Slash1
brush I added and defined the expressive lines of the forehead, nose
and the contour of the mouth. To define the lips I used the Pinch brush
(Fig.06a & 06b).
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To
sculpt the hair, I added three subdivision levels and used the
SnakeHook brush to pull the vertices gently from the surface. Then a
further subdivision was necessary to define the hair style (Fig.07).
With the pants I followed a similar process; first I used the Move
brush to give shape to the rips, then I added a new subdivision and
once again used the SnakeHook brush to pull the mesh, and finally I
added some folds, making use of the Standard brush with the alpha 39 (Fig.08). |
There
was still work to be done on final details of the body, so I subdivided
once again and made use of the LazyMouse mode to create veins,
arteries and to define the anatomy further. Finalizing this session, I
added some details such as blemishes and wrinkles on the skin by using
different alphas, some of these custom alphas (Fig.09a & 09b). |
To
create the pedestal, which was a section of damaged road, I used a
similar procedure. I began by creating a basic form in Max and then I
exported it to ZBrush to sculpt and add final details through alphas (Fig.10). |
Low Poly Modeling and Normal Mapping:
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Now it
was the turn of the low poly model. First, I placed the high poly model
and went down to a medium subdivision level, trying to keep the
overall detail. Then it was exported as an obj file to open it in Max
and once there I overlapped it to the initial base model. From this
model I made a mesh with a new topology by using Polyboost and Max's
polygon editing tools (Fig.11). |
Once
this model was ready, I started with the UV mapping. Although I usually
use the unwrapping tools of Max, especially the Pelt tool, I also
sometimes use Unfold3D, a quick and effective tool when performing
these tasks. What I did was mark cut lines on key places such as the
neck, trunk, back and on the inside of the limbs, trying to make the
fewest number of divisions, to keep these areas recognizable when
painting and creating the textures (Fig.12). |
When I’d
finished this task, the model was exported back to ZBrush where I
created the normal maps. The importance of these maps is that they
transfer all the detail created in the high poly modeling stage to the
low poly model, making it appear to have more detail in geometry than
it really has. It's just a visual effect, which is effective from any
point of view. This allows you to add a high level of detail to low
poly models, which explains its continued use in the games industry
today.
To start I placed the high poly model without mapping and went down to the first subdivision level (Fig.13).
Then I used the ZMapper plugin included with ZBrush. There, I used the
Mesh Current Capture function that is under the Projection tab.
Normally this is done in order to capture all the high poly detail
information through the polygon normal directions (Fig.14).
Then I imported the low poly unwrapped model and turned on the ZMapper
again to project the normal map on this mesh. To do this, first I
checked the Tangent Space map type and used the Create Projected
NormalMap function (Fig.15). This procedure was
repeated with each of the model parts to get the final normal map. As
you can see this map shows all the detail of the high poly model (Fig.16). |
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Fig.14
With the pedestal I followed a similar process, however in this case I used the same model to create the normal map (Fig.17).
After creating this normal map, I exported the low resolution mesh
again to Max and then I divided it into pieces by using the ProCutter
tool included in 3ds Max2009. This tool helps the user to create
several sections of an object from cutting lines by drawing Splines
over the model. Finally, I moved the pieces and added the tubes I
created in a previous process. (Fig.18) |
Next, I
went back to ZBrush and started to work on the pose of the model. I
used the useful Transpose tool, which allows us to move, rotate and
scale parts of the model only by making a selection through masks.
Although there is a more advanced technique to create skeletons and
rigs using ZSpheres, this is a quick way to try different positions and
in this case was appropriate to pose the Red Hulk model (Fig.19). |
The
texturing process was straightforward. I just opened the model in Max
and assigned a Multi/SubObject material. Then I assigned colors
according to each part, to differentiate between them on the map. Next,
I used the Render To Texture feature to create the base diffuse map (Fig.20). |
The
generated map was opened in Photoshop to paint the details and to mix
with other textures. Initially, I opened the normal map and modified
the levels, curves and saturation and then it was blended in Soft Light
mode (Fig.21).
Taking a
copy of this map and then tweaking it again helped me to apply
details, highlights and shadows to the texture. Then I touched up it by
using the Photoshop paint tools (Fig.22). |
I added
more detail to the map, making use of some brushes and mixing it with
some other textures. I also worked with a color palette with similar
tones to the initial colors to create a uniform graduation, especially
for the skin tones (Fig.23). |
To
complete this process, I added some details of stains and imperfections
on the skin and finished working with the AO (Ambient Oclussion) map.
To get this map, I went to Max and used the Render to Texture dialog
again, but this time I used the high poly model for the projection.
Finally it was applied as a layer in Photoshop in Multiply mode (Fig.24). |
Real-Time Rendering and Compositing:
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New toys
always make me happy, and one of the things I enjoyed a lot about this
project was the fact that I got to try, for the first time, Toolbag.
Toolbag is a simple tool that uses the Marmoset game engine and
includes a real time model viewer. In my professional career I’ve had
the opportunity to work with some advanced game engines such as Unreal
and Unity, and although these are very powerful tools for game
development, they are not so intuitive or easy to use. With Toolbag I
was able to quickly test different camera angles so that I could decide
which was more suited for the final presentation.
I started placing the model on the pedestal in Max and making small
adjustments, such as the position of the feet and the location of the
pieces of the road. These were then exported as an obj file so that I
could open it later in Toolbag (Fig.25). |
Once
inside of Toolbag I went to the Material Editor and imported the model.
Then I applied a Phong material and added the textures created in the
previous stage. With the shader set up and render options on default,
all I did was take some screen shots (Fig.26). |
From there,
everything was very easy and quick. I just changed some things like the
viewpoint of the model and direction of light and instantly, I got the
real time render (Fig.27). That was how I was able to
get the final images after adding some post effects and adjustments
included in the application (Fig.28). |
The
final post work was done with Photoshop. In this image I wanted to
capture a moment of the rage of Red Hulk, but with the look of comic
books. To get this, first I created the background and touched it up a
bit. Then I placed the rendered image on top (Fig.29) and tweaked the levels, saturation and color balance a little. At the end, I also added some shadows and glowing effects. |
Well, this was whole process that I went through to meet the challenge of creating the Red Hulk (Fig.30).
This involved approximately 70 hours of hard work, which were
eventually well rewarded with the great reception it got. Thanks and I
hope you have enjoyed this Making Of. |
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