HOME | DD

100chihuahuas — 3D Skeleton Wolf Tutorial

Published: 2012-12-06 20:01:54 +0000 UTC; Views: 16660; Favourites: 366; Downloads: 183
Redirect to original
Description I decided to make a little walk-through of how I created my skeleton canines. I always like it when other people show their processes, so I figures some people out there would find this interesting, even helpful!

It is meant for people with a basic understanding of the process used to make 3D characters. If there are any questions, just comment!
Related content
Comments: 92

100chihuahuas In reply to ??? [2013-01-07 00:09:15 +0000 UTC]

Here is my basic workflow.
1.High rez sculpt
2.Retopologize/reduce geometry (if needed. Sometimes you can use base mesh)
3. UV the new geometry (I use UVLayout and lay it all out by myself, but there are many programs to choose from. Use the one you like best)
4. "Bake" your high rez down onto your new low-resolution geometry. This is where you get the ambient occlusion, normals, ect.
5. Paint! This is my method for painting: In your 3D program, take a "Snapshot" of your UVs.Take this saved snapshot and in Photoshop, set it onto "Screen". Now it is like a coloring book, you can paint underneath the lines and, most of the time, you can tell where you are painting on the model. If you want to see how it is looking, go into Maya (with your model)and apply your photoshop file as the Diffuse texture. As you save your PS file, you can go update it in Maya to see how it is looking

Does that help? : D

👍: 0 ⏩: 1

wangqr In reply to 100chihuahuas [2013-01-07 01:53:25 +0000 UTC]

This is such a great help, thank u SO much!!! orz ~~ ~~~

👍: 0 ⏩: 0

NathalieNova In reply to ??? [2012-12-22 23:14:06 +0000 UTC]

what program did you use?^^

👍: 0 ⏩: 1

100chihuahuas In reply to NathalieNova [2013-01-06 23:59:56 +0000 UTC]

Many! 3DsMax for base mesh, ZBrush for sculpt, Topogun for Retopology, UVLayout for UVs, Photoshop to Paint, Marmoset and UDK to render ; )

👍: 0 ⏩: 1

NathalieNova In reply to 100chihuahuas [2013-01-07 18:11:02 +0000 UTC]

woooow o.o

👍: 0 ⏩: 1

100chihuahuas In reply to NathalieNova [2013-01-07 19:00:56 +0000 UTC]

lol!

👍: 0 ⏩: 0

KatyLipscomb In reply to ??? [2012-12-18 03:36:14 +0000 UTC]

Ahhh It is just the coolest thing ever seeing my sketch come to life <3
And this tutorial is wonderful!

👍: 0 ⏩: 1

100chihuahuas In reply to KatyLipscomb [2012-12-19 00:12:23 +0000 UTC]

Glad you like it, Lucky! I only did it because your undead wolf inspired me so much!

👍: 0 ⏩: 0

stevesgamecube1 [2012-12-16 15:46:29 +0000 UTC]

That is so Sick , Loves it I really want draw like that

👍: 0 ⏩: 0

SoylentRobot In reply to ??? [2012-12-16 04:38:07 +0000 UTC]

what does baking mean?

👍: 0 ⏩: 1

100chihuahuas In reply to SoylentRobot [2012-12-19 00:10:15 +0000 UTC]

it has to do with getting 3D sculpted detail (on a mesh with millions of polygons) onto a cleaner mesh with perhaps several thousand polygons. This way, it can be animated and thrown in game engines. A quick gogle search will give a lot more info!

👍: 0 ⏩: 0

Darkeler [2012-12-14 22:52:22 +0000 UTC]

How do you turn the hair spikes from simple sculpting to geometry that affects the silhouette?

👍: 0 ⏩: 1

100chihuahuas In reply to Darkeler [2012-12-19 00:07:39 +0000 UTC]

yeah, I did not explain what I did for the mane. I sculpted it as one piece, then baked it down and textured it. Once I was done, I duplicated that piece a few times, used my cut tool to cut along some rings of hair tuft, delete the polygons below my cuts, then scaled the vertexes out.

👍: 0 ⏩: 1

Darkeler In reply to 100chihuahuas [2013-01-08 05:21:29 +0000 UTC]

jaja good idea! that's a really nice model!!

👍: 0 ⏩: 0

CentiumCuspis [2012-12-11 17:21:36 +0000 UTC]

This gives me Ideas.

👍: 0 ⏩: 0

mayaortiz [2012-12-11 17:10:11 +0000 UTC]

Good Lord, that is impressive!

👍: 0 ⏩: 0

Gashu-Monsata In reply to ??? [2012-12-11 14:51:05 +0000 UTC]

This is helpful, thankyou! Do you have any tutorials on retopologising? I'm wanting to learn this

👍: 0 ⏩: 1

100chihuahuas In reply to Gashu-Monsata [2012-12-11 17:03:47 +0000 UTC]

I would quick google search Topogun. That is the program I use, it is pretty straightforward. If I am not mistaken, Zbrush has some kind of retopo feature now too

👍: 0 ⏩: 1

Gashu-Monsata In reply to 100chihuahuas [2012-12-13 21:10:31 +0000 UTC]

Thankyou!

Man before I get into that, I need to figure out how to extract a nice looking Normal Map haha, Mudbox does it awfully

👍: 0 ⏩: 1

100chihuahuas In reply to Gashu-Monsata [2012-12-19 00:30:29 +0000 UTC]

Try Xnormal, it is free and I love it!

👍: 0 ⏩: 1

Gashu-Monsata In reply to 100chihuahuas [2012-12-19 15:22:14 +0000 UTC]

Yeah that worked a treat thanks! I also nabbed Topogun, time to try to learn how to use it hah. Was it much of a steep learning curve for you?

👍: 0 ⏩: 1

100chihuahuas In reply to Gashu-Monsata [2012-12-21 00:20:28 +0000 UTC]

I find topogun fairly simple! Besides drawing on my topology, the only other thing I ever do is symmetrize ; P

👍: 0 ⏩: 0

Skylarc88 [2012-12-10 19:51:26 +0000 UTC]

looks nice thank you for the tutorial

👍: 0 ⏩: 0

reQuiem3d In reply to ??? [2012-12-09 11:37:26 +0000 UTC]

Great!

👍: 0 ⏩: 0

CaseyD2K In reply to ??? [2012-12-09 04:42:47 +0000 UTC]

This is awesome!

👍: 0 ⏩: 0

The-Small [2012-12-07 08:02:13 +0000 UTC]

great thanks for sharing

👍: 0 ⏩: 0

sonia-p In reply to ??? [2012-12-07 07:51:35 +0000 UTC]

It is amazing!thanks alot for sharing.

👍: 0 ⏩: 0

Polariche In reply to ??? [2012-12-07 07:50:31 +0000 UTC]

Oh my god.... This is so beautiful. 8O

👍: 0 ⏩: 1

100chihuahuas In reply to Polariche [2012-12-07 07:59:18 +0000 UTC]

tehee, thanks! ;D

👍: 0 ⏩: 0

Lord-Crios In reply to ??? [2012-12-07 07:45:42 +0000 UTC]

Wow reallly cool.

👍: 0 ⏩: 0

Astral-Dragon In reply to ??? [2012-12-07 07:03:07 +0000 UTC]

Awesome tutorial!

👍: 0 ⏩: 0

Butch007 [2012-12-07 04:16:27 +0000 UTC]

Pretty cool! I was wondering with the hair around the neck is/was it all one piece with some transparency to break out the jagged hair tips or did you model some extra hair pieces with jagged edges?

👍: 0 ⏩: 2

100chihuahuas In reply to Butch007 [2012-12-07 05:53:08 +0000 UTC]

I mean here [link] ; )

👍: 0 ⏩: 0

100chihuahuas In reply to Butch007 [2012-12-07 05:52:37 +0000 UTC]

I was a bit unclear about the mane. I basically sculpted it as one big piece, uved and baked it that way. Then I broke it out into different "rings" of geometry, so the mane has no Alpha on it. I know it is not quite as tri-count-efficient, but I had more control over my texture space that way. Here are the wireframes! :thumb341385943:

👍: 0 ⏩: 1

Butch007 In reply to 100chihuahuas [2012-12-07 16:41:24 +0000 UTC]

Ah, that's a cool little workflow! Another question did you paint it before cut it up so you wouldn't have to paint the separate rings, did you run into any UV overlapping issues after moving around the geo? Also did you have to build new geo to connect the rings?
...Wait I think I see how you did it now. You actually cut the geo up so you could use all of the UVs and painted texture you you manipulated the verts using the texture as a guide to pull out the hair clumps. Very cool!

👍: 0 ⏩: 2

100chihuahuas In reply to Butch007 [2012-12-07 17:03:43 +0000 UTC]

You nailed it! After I was done, I separated out the original mane into several smaller pieces, then pulled out verts to look like hair sticking outwards. I would have to make sure there were no visible gaps, so I took the tops of each segment, scaled them down slightly, and translated them (with respect to uvs) wherever I needed to fill the gaps.

👍: 0 ⏩: 0

bretmcnee In reply to Butch007 [2012-12-07 16:53:27 +0000 UTC]

You paint the texture first and then cut the geo out around it so you get the exact look you want.

👍: 0 ⏩: 0

BringMeASunkist [2012-12-07 02:48:45 +0000 UTC]

Great breakdown. Very cool work.

👍: 0 ⏩: 0

theGrubber In reply to ??? [2012-12-06 23:51:08 +0000 UTC]

Thanks a lot!

👍: 0 ⏩: 0

tifa005111 In reply to ??? [2012-12-06 22:42:38 +0000 UTC]

Awesome man

👍: 0 ⏩: 0

Aurelio-hl2 In reply to ??? [2012-12-06 21:00:49 +0000 UTC]

OMG!!! good job!!

👍: 0 ⏩: 0


<= Prev |