By Various Artists
Animation; ezine; journal; tutorials; making; loose magazine
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Extra info for CGArena Aug - Sep 2010 Issue
Before making this model, I took a reference image of ‘Stewie’ from which I could at least imagine how he would look with my work. ” MODELING Model of Stewie in Maya - “All Right. So here we are. As we all know, any 3D artist can easily make a simple base model of a character in Maya with a proper understanding of loops and angles. The same basic rules have been used by me here to make a simple mesh model of ‘Stewie’. It’s been really so flexible for me to make it as I did go step by step method while going ahead.
In some lights I turned on the “show icon on renderer” and used Inverse decay. This option allows the Area light visible on render and in this case acted as a light bulb effect. I also created a Self illuminated white plane (invisible to Final gather) to create a nice window reflection on the character. Final Gather in low preset and 1 diffuse bounce was perfect. For the shaders I used Mental ray Arch&Design and SSS Skin + (mi). This is a modified version of default SSS Skin but contains the perfect A&D reflections and Ambient Occlusion.
Here u can see the high-poly model with the hair. com Page 34 Tutorial Issue 4 Aug - Sep 2010 by Pedro Conti, Brazil CGArena Making of Hippopotamus TEXTURING The UV map is quite easy. I imported the model into UV LAYOUT and separated the model in 3 parts: TOP, BOTTON and EARS. I poly painted the mesh in 2 colors in ZBrush to determine the basic color map. This is the best and faster way to preview the map on the High-poly model. With this base I detailed the texture in Photoshop using brushes I reproduced the color variation of the hippopotamus skin.
CGArena Aug - Sep 2010 Issue by Various Artists