This making-of is intended for intermediate users. Beginners are welcome to read this as well of course, but don’t expect detailed descriptions of how I’ve modelled this special head part or that leg or something.
This tutorial will covers the major points of producing this image, starting with the planning and covering the modeling, texturing, rendering, lighting and compossiting.
Like a good number of rpg players, I’m an addict of Final Fantasy series.So I decided to make my own fanart of an in game playable character. I chosen Lulu from FFX because she’s very adult ,serious and has a cold glance.
My inspiration for this piece was the cathedrals of the middle ages. To give the image something unusual I made the cathedral dark and hellish which contrasts to the uplifting feel of most cathedrals. For a little extra level of detail I added some vines and dead grass to the for-ground.
In this tutorial I am going to explain how I made the image of the Parthenon. I have seen many different photographs and drawings of the Parthenon from different angles, in order to have an idea, as clear as possible, about its characteristics and proportions. I have obtained a lot of information from several books […]
So I try to reconstruct my old picture. To do that I used recent pictures of my face and later I changed geometry to make it similar to my self 6 years ago. Of course I had to upgrade my face to look, let’s say, better :)
And I imaged the girl was dancing when she looked back to the camera. This is the pose what I imagined. MODELING TIPS : There should be much detail in the eyelid and eyelash. Eastern girl always has soft eyelash, especially the eyelash below. So I chose transparency map for eyelash below, because transparency map […]
I was angry to sculp that fantastic creature. That was my first goal, to frame that wonded monster in mesh. I got started with a simple piece of geometry, and gradually building up volume and form.
“Salad” is a computer generated image created in November 20 06. It is a tribute to the fantastic artist H.R. Giger and the classical painter Giuseppe Arcimboldo.
My modeling process is simple. I start by creating a plane in the top lip, and keep extruding edges, maintaining shapes in both side and front angles, also looking at it from the perspective.
First drafts. I had no exact image in my mind what I wanted to do, so I vaguely drew the figures. Didn’t like the guy right from the start so he had to go pretty soon.
Detailing,and texturing, rigging and many more things… At the end we will render andfix in Photoshop till we get to the end of this. I’ve decided to make it moreinteresting and make something like Making of a dragon’s tutorial with usefultips and tricks :)
This tutorial is dedicated to 3DM3 community. 1.Intro 2.Game modeling workflows 3.Tools used 4.Workflow used for Varga 5.Final model You could also check the first part of this tutorial : Varga hair tutorial (low poly game character hair) This is not a step by step tutorial. I will summarize the workflow i used for one […]