GAD 445 Character and Environment Design Journal Collections

Char/Envi Design Project Journal 2

Char/Envi Design Project Journal 4

“Starting the ZBrush Character Poly Model”

The Character Model Result in 3DS Max

All Step by Step Process of making Character Poly Model in 3DS Max Screenshots

All Step by Step Process of making Character Poly Model in 3DS Max Screenshots

This image contains the step by step process to create the same 3D model using 3DS Max. It starts from the small pose based on the 2D character concept art and ends with an A pose poly model, adding Wireframe and Symmetry Modifier. The last part is the final poly model that will be served as the final poly model used for the Zbrush application.

Using ZBrush:

ZBrush Application Icon

ZBrush Application Icon

Character Concept Art

Character Concept Art

Using the Zbrush application is necessary because not only can model but, it can also sculpt and smooth the character poly model. When using this application, it needs a graphic tablet. It’s also better to know that the poly model must have the same look like the character concept. If it’s hard, I can use the Youtube tutorials and Module slideshows to learn the basics of using Zbrush.

=First Day ZBrush Character Sculpting Process=

First High Poly Model Process

First High Poly Model Process

Second High Poly Model Process

Second High Poly Model Process

Third High Poly Model Process

Third High Poly Model Process

Those images are the first day result of using Zbrush application. The first high poly model on the left was an alternate version that does not fit well with the concept art. Their subtools have a pair of ring objects in their wristband. It was the first test result to see how to use the Zbrush objects and brush tools. It was also one of the first testing models to export in Zbrush before finalizing the better poly model. The result of this model contains more errors. However, it is necessary to gain experience in understanding the use of Zbrush and how to model them.

The second and third image presents the character poly model with clothes and elf ears. This process was made using the mask tool, extracting the required layers to create another object and separating them from the original character model object. Moreover, the elf ears were made because of the Move tool, masking the side face and dragging them to make a pointed shape.

=First Day Clothing Objects inside Subtools=

Belt Model in first day Zbrush process

Belt Model in first day Zbrush process

Scarf, Coat, Longsleeves shirt in first day Zbrush Process

Scarf, Coat, Longsleeves shirt in first day Zbrush Process

As for the subtools of the poly model, I extract the clothes and separate them from another object. The clothes and a belt were the first objects I tested using Zbrush. They might not be perfect but they are the first step to creating a 3D clothes model based on a character concept. I may be less experienced in modelling 3D but thanks to the 3DS Max and Zbrush application, I was able to take the first step to learn more.

Planning the Whole References of this project:

All Reference Included.pdf

Before modelling the high poly model again, I need more experience in using Zbrush. That is why I need a plan, a document about some steps to use the module lessons and examples of reference based on the character’s appearance. Creating a To-Do-List and their step by step procedure helps me identify the body parts and the character clothes they need when modelling in Zbrush. I divided them into separate parts and put some examples, 3D models, on the Sketchhab website. The important parts include a small child's body, top clothes, elf ears, face, hands and boots. The others might be necessary to find a low poly model to arrange their positions.