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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Now turn off the snaps tool and move the verts to roughly the middle of the end faces — does not need to be perfect. KS1 KS Fig20 page 34 Chapter 03 www. Using this same swordmasteg extend the leg downwards to create the upper part of the leg.


Now onto the footwear. See if you can find an on-line tutorial by the same author or get a sample chapter of the swofdmaster. Now that we havefully built the character it is time to add in thehair and clothing which we shall do this month.

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 The extra verts can now be pulleddownward to form a more rounded 3ftotal andthe the one left of the center can be welded tothe central one to reduce the poly count.

Much of the modelling process will involve this procedure after which the new verts are then manipulated into better positions. Sworemaster next thing to do is to simply manipulatewww. Now it is time to add the clothing, the firstpart of which shall be the trousers.


SwordMasterNext month we shall go on and finish themodelling stages by adding the Armourelements before readying ourselves for thetexturing phase. In Fig05 you will notice that these arerepresented by the first cut in green and thesecond in red — the new verts are then moved red 3dtoatl.

First make a cut as indicated by the red line inset 2 and then move the new vert down slightly. Awordmaster essentially wraps up this particular section and we now have a complete figure.

Fig19 page 47 In otherwords if two verts occupy the same space theymay as well be one. The next stage involves applying exactlythe same procedure inorder to extend the legdownward to form the knee, calves and ankle.

This brings up a dialogue box as shown in Fig Select the 3D Snaps tool on thetoolbar highlighted in yellow —top of Fig21 ,right click on it and tick vertex under the snapssettings.

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

Fig08 page 41 Chapter 04 www. This will openup the dialogue box seen in Fig21 with a pickspline tab in the top left.

Beforewe close the bottom edge copy the edgeshighlighted in green to start off the abdomenand lower back areas. I want to refine my modeling and texturingUV mapiong skills on Blender well, then I highly suggest a book, or tutorial on blender. All that we need to do now is extend it downwards to form the lower back, abdomen and pelvic area. Now what we need to do is position the spline around our character in a manner that follows the path of our belt Fig Fig24 page 36 Chapter 03 www.

aster.3DSMax Pages 1 – 50 – Text Version | PubHTML5

Weld the marked verts inthe direction shown at both the front and backresulting in configuration seen on the right of thepicture. In order to get a betterdeformation around the knee area we are goingto add in two new cuts which will help maintaina more consistent shape at the back of the legwhen we bend the knee assuming off coursethat we are going to attach a skeleton.


In this way we can keep ourmesh symmetrical on both sides of the center Fig I am thinking of purchasing the tutorial – SwordMaster from www.

To help shape the muscle form on the back you could weld the vert shown in green in Fig12 to the one to its left. First thingis to get rid of the harsh angle under the noseso select the poly and apply a Bevel Fig This will now give you access to two verts wherer there was once one. If the author of the tutorial is doing box modeling then later converting to proper topology edge loops, the tutorial will probably be tough to follow in any package that uses n-gons.

To finish this section add two more rows as seen in Fig Now select the bottom row of edges oncemore and copy these downwards by quite away Fig My blender work – karanshah. The next step is to extend these edges out once more and then weld the two outer most verts highlighted in red in Fig12 to the verts highlighted by the green dots.

My vote would be Maya, then xsi.

We have partially improved the eyes andso should refine the other features.