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Model, Sculpt and Texture a Monster in 3ds Max and ZBrush - Part 1

This is a multi-part tutorial on creating a Demon-like 'Lok Warrior' with realistic muscle anatomy. In the first day of this tutorial we will create a base mesh for our character using poly modeling. In day two we will take this mesh into ZBrush and sculpt intricate muscle anatomy. On day three we will texture the creature and add the finishing touches to the artwork.

Let's begin day 1 of this tutorial.

I used two images from to model the base mesh more accurately. I drew 2 planes, one from the frontal view-point and one from the left view-point. With the exact same length and width as the original photos, I applied the photos as their textures, and then used the Move tool to view our image plane as seen below.

Start with a cylinder with 5 height segments.

From the front viewport delete the half side of your model so that you can add a symmetry modifier. Click on 'Editable Poly Vertex Level' and now we are ready to use some very handy tools: move-scale-rotate, and make the shape of the cylinder fit the image body. Press Ctrl+E and then you need to delete the four polygons. Your final result will be similar to image below.

Now select and extrude that front edge using Shift + Move; as you can see on below image, in blue color, try to work in both the front and left viewport. When you are near to back part edge, use 'Bridge' to connect the edges when both are selected.

Now for the leg. Extrude the selected edges by holding the Shift key down on your keyboard and use the move tool as show in the image below. To help them stand out, I colored them in blue. When you are done, try to form the leg from front and left viewports using the vertex sub-object level and like before, move-scale-rotate them.

For the arms, use the same method as the leg in the above instruction.

For modeling the hand, I used a box with a poly count equal to the arm border. In addition, I also changed the topology by cutting the selected polygon below to have 3 quad Image in order to have all fingers without having more segments from the box. Please note: If you increase the box segment, you will have problems bridging that to the arm because of the different polycount.

Select and extrude/rotate each polygon to model the fingers.

Attach the body to the hand. As you can see, the symmetry modifer will mirror the hand for the other arm too. Using 'Target weld', weld the hand vertexes to the arm vertexes. We don't need the image planes any more so you may delete them.

Now it's time to model the foot. For this we'll use a cylinder. Delete the top and bottom polygons and two more polygons, as shown below.

Now select those edges and with Cntl + the Move tool extrude them to look something like image below.

Create new quad polygons using the cut tool on that polygon.

Continue extruding edges and cutting just like before

Now for the bottom part of the foot, extrude each side edge. Using 'Target weld' again use 'cut' for creating new polygons.

Now cap the border and create 4 polygons by using 'cut'.

Bevel each polygon to create the toes.

Attach and connect feet to body just the way we did before with the hands. Tweak the vertexes using the move-scale-rotate tools and cut ring edges using Ctrl+E. The result should be similar to image seen below.

Now it's time to start the head. Because it is a low poly base mesh, we won't have many details on the face. Create a small plane and after converting to an editable poly, start extruding edges and moving the vertexes in both front and left view ports.

Continue extruding edges and moving the vertexes.

This is what we have so far:

Continue with the head using the methods we previously used on the body.

Select those polygons and extrude them. Create new polygons using 'Cut'. After that, delete those polygons to start the horn.

Add a symmetry modifier to the head object and then select each horn's border. While holding the Shift key down, scale them in. Cap them and 'bevel' them out three times each. Now is the time to make the horn smaller; when you are done, you will need to tweak some vertexes to create something like below.

Add two spheres for the eyes and connect the head to the body just as you did the hands and feet. Make sure to create new polygons so that you will have enough vertexes to weld them.

Now we have created the monster head with a human body. Delete one finger and one toe, then cap and move polygons. For the foot fingernails, simply bevel them twice.

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shraviverma1312 2018-06-18



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