Making of Tundra

“I started the torso with a box, trying to get the right subdivisions to form the basic shape of the body. Then I extruded some polygons from shoulders and pelvis in order to create the arms and legs.”

April 27, 2005 | Stryker

My name is Daniel Moreno Dнaz. I was born in Madrid (Spain) in 1972.

I work in Pyrostudios, modelling and texturing characters.

I used 3ds max 5.1 as the main tool in this work. I always model with subdivision surface. I normally start the model process in the front view, creating the vertex one by one, putting them forming the edge loops.

In the beggining I did a low detail mesh as a base, this allowed me to create the edges (subdivision) that conforms the final detailed mesh.

I started the torso with a box, trying to get the right subdivisions to form the basic shape of the body. Then I extruded some polygons from shoulders and pelvis in order to create the arms and legs.

I modelled this character in a middle flexed position because I think that you get a better deformed mesh putting it that way.

This scene is rendered in v-ray. The main lightning of the scene comes from a hdri image.

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For the character set-up I’ve used character studio with the modifier physique.

The hair was made with shag hair, and for the chain mail I’ve used the modifier "v-ray displacement mode".

Thanks!

 

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Copyright © Daniel Moreno

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