In this tutorial, Ben Erdt shares his workflow for creating a sci-fi creature/character from a 2D sketch to the final production model ready for rigging and animation. He starts by analyzing the 2D sketch to get to know the character and breaks the design down into its basic parts. Inside ZBrush, Ben sketches out the character in 3D starting with the base body, continuing with the armour parts while he makes sure the model stays functional for animation. After preparing the final sculpt for export out of ZBrush, Ben gives an introduction into the modeling basics of Modo that are needed to rebuild the character for Sub-D. He starts with the re-topo of the head and body, then moves on to parts of the armor showing how a mix of the Modo retopology and regular modeling tools can be used to start rebuilding and finishing the armor plates. Towards the end of the tutorial, Ben models the last bits of the character such as smaller details, the inner mouth and prepares the organic parts for surface detailing in ZBrush. In the end, he recaps the character workflow and shows some test animations of the final character model. For those interested in both organic and hard-surface modeling, this title offers an in-depth look into how to achieve professional results using an efficient and production proven workflow.
The Gnomon Workshop – Creature Modeling for Production.part1.rar
The Gnomon Workshop – Creature Modeling for Production.part2.rar
The Gnomon Workshop – Creature Modeling for Production.part3.rar
The Gnomon Workshop – Creature Modeling for Production.part4.rar
The Gnomon Workshop – Creature Modeling for Production.part5.rar
The Gnomon Workshop – Creature Modeling for Production.part6.rar
The Gnomon Workshop – Creature Modeling for Production.part7.rar