GAD 445 Character and Environment Design Journal Collections

Char/Envi Design Project Journal 1

Char/Envi Design Project Journal 3

“Modelling the Concept Art using 3DS Max”

Creating A Concept Art Presentation Steps:

The process of modelling a concept art character is very challenging like it doesn’t start in order. It takes more than one software to develop it. A 3DS Max application is one of the tools to help you get started creating a basic model. The first step was to add two plane objects that needs to be front and side of the camera. Drag the concept art image I made from the Folder to the 3DS Max Application inside the plane.

3DS Max Icon

3DS Max Icon

Concept Art Image inside Front and Side Plane Process

Concept Art Image inside Front and Side Plane Process

According to the tutor’s advice, it’s better to create an extra cube object and change the scale measurement to share the size of the character model you want to measure. The scale I did on this process was using the child-size as it is necessary for my character model.

Starting the Character Modelling

First Poly Character Model Result Image

First Poly Character Model Result Image

Once it has been set in the plane, I can create a cube object and use Poly Editing tools to modify it with the same silhouette figure as the concept art. This process lets me check not just the front concept but also the left and right sides as well.

Dragging the Vertex to match the Concept Art image Process

Dragging the Vertex to match the Concept Art image Process

Checking and Refining the Character Basic Model

The process for doing this task is quite tricky. I always modify and use vertex to drag the dots on the other side to the same pattern as the image. I also used Extrude in the Polygon to add another rectangular shape and connect them. As the step goes on, I always check the front and side view of the poly model to make sure their size is the same as the concept art image.

Editing the Vertex and polygons in Character Model  Side view Process

Editing the Vertex and polygons in Character Model Side view Process

Matching the Character model and the Cube Scale object Screenshot

Matching the Character model and the Cube Scale object Screenshot

Second Character Model Result in 3DS Max Image

Second Character Model Result in 3DS Max Image

Exporting and Importing Character Model

Importing Character Model in ZBrush Application

Importing Character Model in ZBrush Application

This step is basically refining Character model. It also includes export and importing their fbx files to both 3DS Max and ZBrush application. The first base mesh model using ZBrush. After exporting in 3DS Max as fbx file, import it to add as a Subtool in ZBrush.

Process of Editing Model by making it A-Pose or Symmetry with A Pose

Process of Editing Model by making it A-Pose or Symmetry with A Pose

After getting feedback from the tutor about readjusting the model and separating the arms, I used the 3DS Max and modify the polys, moving the vertex away from the body to form an A Pose. It’s also convenient to edit because this character topology is a symmetrical model shape.

After the A Pose model, I import it back to Zbrush and use the PolyF tool to add ZMesh, reducing the resolution. The arm results are improved but my tutor gave me another feedback to move the legs farther from each other.

Importing A-Pose character model in ZBrush

Importing A-Pose character model in ZBrush

Accessing PolyF tool and adding ZMesh in this Character model layer

Accessing PolyF tool and adding ZMesh in this Character model layer

Following the feedback, I went over to 3DS Max and move the vertex of the character’s hips and legs farther away, not getting them closer whenever they’re in symmetrical state. Now that their legs are not closer, I can export to fbx file and reimport back to ZBrush, adding Dynamesh and adjusting their resolution lower.