Follow us on Facebook Follow us on Twitter Linked In Flickr Watch us on YouTube My Space Blogger
التسجيل
صفحة 1 من 2 12 الأخيرةالأخيرة
النتائج 1 إلى 15 من 16

Making of Red Hulk

هذا الموضوع : Making of Red Hulk داخل Making oFالتابع الي قسم ابداعات طريق الجرافيك : Making of Red Hulk STEP 1 The first thing I do with this kind of character for games, is to ...

  1. #1


    الصورة الرمزية desertwolf
    مشرف اخبار الجديد في عالم الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jan 2007
    الدولة
    عمان
    العمر
    36
    المشاركات
    496
    Thanks
    0
    Thanked 0 Times in 0 Posts
    الصور
    18
    معدل تقييم المستوى
    27

    Making of Red Hulk





    Making of Red Hulk



    STEP 1

    The first thing I do with this kind of character for games, is to create a high-poly model, which later on I can use to transfer all the geometry detail to the texture maps.
    Starting from a box and by using the polygon editing tools, I began creating a base mesh in Max and exported it as an obj file. Once inside ZBrush, I imported this basic form and began to move vertices with the Move brush, looking for a more defined shape (Fig.01). When I was satisfied with the overall proportions, I retopologized it, always trying to keep a balanced number of quad polygons in the model’s entire surface. From this model I created other parts such as the pants and hair, making a selection by using the CTRL key and drawing a mask selection with the Standard brush (Fig.02). Once I’d made the selection (shaded in the model) I used the Extract function to create the new object, which was added automatically to the SubTools panel (Fig.03).





    STEP 2

    When I had all the elements organized, I started working on the overall body anatomy. First I enabled the symmetry button in the X axis and began to move vertices, looking for a good balance in the proportions. Then I added a new subdivision level to the model and began to shape muscles by using the Standard brush (Fig.04). To achieve a better definition, I subdivided the mesh again and kept using the Standard brush in conjunction with the alpha 39 to accentuate the separations (Fig.05)


    STEP 3

    Once the overall anatomy was defined, I started working on each specific body part, starting with the head. From the beginning I was looking for an extremely angry expression and to get this I had to work hard on his face. By using brushes such as Standard and Inflate, I started to give volume to the eyebrows area, eyelids and cheeks and by using the Slash1 brush I added and defined the expressive lines of the forehead, nose and the contour of the mouth. To define the lips I used the Pinch brush (Fig.06a & 06b).


    STEP 4

    To sculpt the hair, I added three subdivision levels and used the SnakeHook brush to pull the vertices gently from the surface. Then a further subdivision was necessary to define the hair style (Fig.07). With the pants I followed a similar process; first I used the Move brush to give shape to the rips, then I added a new subdivision and once again used the SnakeHook brush to pull the mesh, and finally I added some folds, making use of the Standard brush with the alpha 39 (Fig.08).


    STEP 5

    There was still work to be done on final details of the body, so I subdivided once again and made use of the LazyMouse mode to create veins, arteries and to define the anatomy further. Finalizing this session, I added some details such as blemishes and wrinkles on the skin by using different alphas, some of these custom alphas (Fig.09a & 09b).


    STEP 6

    To create the pedestal, which was a section of damaged road, I used a similar procedure. I began by creating a basic form in Max and then I exported it to ZBrush to sculpt and add final details through alphas (Fig.10).

    LOW POLY MODELING AND NORMAL MAPPING
    STEP 7

    Now it was the turn of the low poly model. First, I placed the high poly model and went down to a medium subdivision level, trying to keep the overall detail. Then it was exported as an obj file to open it in Max and once there I overlapped it to the initial base model. From this model I made a mesh with a new topology by using Polyboost and Max’s polygon editing tools (Fig.11).

    STEP 8

    Once this model was ready, I started with the UV mapping. Although I usually use the unwrapping tools of Max, especially the Pelt tool, I also sometimes use Unfold3D, a quick and effective tool when performing these tasks. What I did was mark cut lines on key places such as the neck, trunk, back and on the inside of the limbs, trying to make the fewest number of divisions, to keep these areas recognizable when painting and creating the textures (Fig.12).

    STEP 9

    When I’d finished this task, the model was exported back to ZBrush where I created the normal maps. The importance of these maps is that they transfer all the detail created in the high poly modeling stage to the low poly model, making it appear to have more detail in geometry than it really has. It’s just a visual effect, which is effective from any point of view. This allows you to add a high level of detail to low poly models, which explains its continued use in the games industry today.
    To start I placed the high poly model without mapping and went down to the first subdivision level (Fig.13). Then I used the ZMapper plugin included with ZBrush. There, I used the Mesh Current Capture function that is under the Projection tab. Normally this is done in order to capture all the high poly detail information through the polygon normal directions (Fig.14). Then I imported the low poly unwrapped model and turned on the ZMapper again to project the normal map on this mesh. To do this, first I checked the Tangent Space map type and used the Create Projected NormalMap function (Fig.15). This procedure was repeated with each of the model parts to get the final normal map. As you can see this map shows all the detail of the high poly model (Fig.16).




    STEP 10

    With the pedestal I followed a similar process, however in this case I used the same model to create the normal map (Fig.17). After creating this normal map, I exported the low resolution mesh again to Max and then I divided it into pieces by using the ProCutter tool included in 3ds Max2009. This tool helps the user to create several sections of an object from cutting lines by drawing Splines over the model. Finally, I moved the pieces and added the tubes I created in a previous process (Fig.18).


    STEP 11

    Next, I went back to ZBrush and started to work on the pose of the model. I used the useful Transpose tool, which allows us to move, rotate and scale parts of the model only by making a selection through masks. Although there is a more advanced technique to create skeletons and rigs using ZSpheres, this is a quick way to try different positions and in this case was appropriate to pose the Red Hulk model (Fig.19).

    TEXTURING
    STEP 12

    The texturing process was straightforward. I just opened the model in Max and assigned a Multi/SubObject material. Then I assigned colors according to each part, to differentiate between them on the map. Next, I used the Render To Texture feature to create the base diffuse map (Fig.20).

    STEP 13

    The generated map was opened in Photoshop to paint the details and to mix with other textures. Initially, I opened the normal map and modified the levels, curves and saturation and then it was blended in Soft Light mode (Fig.21).

    STEP 14

    Taking a copy of this map and then tweaking it again helped me to apply details, highlights and shadows to the texture. Then I touched up it by using the Photoshop paint tools (Fig.22).

    STEP 15

    I added more detail to the map, making use of some brushes and mixing it with some other textures. I also worked with a color palette with similar tones to the initial colors to create a uniform graduation, especially for the skin tones (Fig.23).

    STEP 16

    To complete this process, I added some details of stains and imperfections on the skin and finished working with the AO (Ambient Oclussion) map. To get this map, I went to Max and used the Render to Texture dialog again, but this time I used the high poly model for the projection. Finally it was applied as a layer in Photoshop in Multiply mode (Fig.24).

    REAL-TIME RENDERING AND COMPOSITING
    STEP 17

    New toys always make me happy, and one of the things I enjoyed a lot about this project was the fact that I got to try, for the first time, Toolbag. Toolbag is a simple tool that uses the Marmoset game engine and includes a real time model viewer. In my professional experience I’ve had the opportunity to work with some advanced game engines such as Unreal and Unity, and although these are very powerful tools for game development, they are not so intuitive or easy to use. With Toolbag I was able to quickly test different camera angles so that I could decide which was more suited for the final presentation.
    I started placing the model on the pedestal in Max and making small adjustments, such as the position of the feet and the location of the pieces of the road. These were then exported as an obj file so that I could open it later in Toolbag (Fig.25)

    STEP 18

    Once inside of Toolbag I went to the Material Editor and imported the model. Then I applied a Phong material and added the textures created in the previous stage. With the shader set up and render options on default, all I did was take some screen shots (Fig.26).

    STEP 19

    From there, everything was very easy and quick. I just changed some things like the viewpoint of the model and direction of light and instantly, I got the real time render (Fig.27). That was how I was able to get the final images after adding some post effects and adjustments included in the application (Fig.28).


    STEP 20

    The final post work was done with Photoshop. In this image I wanted to capture a moment of the rage of Red Hulk, but with the look of comic books. To get this, first I created the background and touched it up a bit. Then I placed the rendered image on top (Fig.29) and tweaked the levels, saturation and color balance a little. At the end, I also added some shadows and glowing effects.

    STEP 21

    Well, this was whole process that I went through to meet the challenge of creating the Red Hulk (Fig.30). This involved approximately 70 hours of hard work, which were eventually well rewarded with the great reception it got. Thanks and I hope you have enjoyed this Making Of.


    www.3d.web.jo
    أخراج مشهد اعلاني مميز
    My ShowReel
    لا انتظر منكم شكرا ولا ثناءا اتنمني من كل مستفيدا
    ان يدعوا لي دعوه بظهر الغيب ان ييسر لي امري ويرزقنا من حيث لا نحتسب

  2. #2


    الصورة الرمزية ام اياد
    الإشراف العام

    الحالة
    غير متصل
    تاريخ التسجيل
    Jul 2007
    الدولة
    مصرية في الامارات
    المشاركات
    7,307
    Thanks
    0
    Thanked 3 Times in 3 Posts
    معدل تقييم المستوى
    179

    رد: Making of Red Hulk

    رائع جدااا اخي الكريم بارك الله فيك . شكرا على الطرح .

  3. #3


    الصورة الرمزية desertwolf
    مشرف اخبار الجديد في عالم الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jan 2007
    الدولة
    عمان
    العمر
    36
    المشاركات
    496
    Thanks
    0
    Thanked 0 Times in 0 Posts
    الصور
    18
    معدل تقييم المستوى
    27

    رد: Making of Red Hulk

    مشكوره اختي الكريمة على المرور

  4. #4

    الصورة الرمزية speed_3d
    طالب بالمركز التعليمي

    الحالة
    غير متصل
    تاريخ التسجيل
    Dec 2007
    الدولة
    iraq
    العمر
    30
    المشاركات
    1,717
    Thanks
    0
    Thanked 0 Times in 0 Posts
    الصور
    11
    معدل تقييم المستوى
    46

    Thumbs up رد: Making of Red Hulk

    ميك اوف رائع جداً شرح مفصل وممتاز بارك الله فيك

  5. #5


    الصورة الرمزية desertwolf
    مشرف اخبار الجديد في عالم الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jan 2007
    الدولة
    عمان
    العمر
    36
    المشاركات
    496
    Thanks
    0
    Thanked 0 Times in 0 Posts
    الصور
    18
    معدل تقييم المستوى
    27

    رد: Making of Red Hulk

    مشكور اخي على المرور

  6. #6


    الصورة الرمزية 4MAX
    الإشراف العام

    الحالة
    غير متصل
    تاريخ التسجيل
    Jul 2009
    الدولة
    فى القلب
    العمر
    29
    المشاركات
    19,932
    Thanks
    983
    Thanked 241 Times in 199 Posts
    الصور
    6
    معدل تقييم المستوى
    462

    رد: Making of Red Hulk

    ممتاز جدا جدا هذا النشاط
    ان لله عبادا اختصهم لقضاء حوائج الناس
    حببهم للخير وحبب الخير لهم
    اولئك هم الامنون من عذاب الله يوم القيامه
    =====

    بروا آبائكم يبروكم أبنائكم




    ĎΞs!GŖ

    مركز طريق الجرافيك التعليمي

  7. #7


    الصورة الرمزية desertwolf
    مشرف اخبار الجديد في عالم الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Jan 2007
    الدولة
    عمان
    العمر
    36
    المشاركات
    496
    Thanks
    0
    Thanked 0 Times in 0 Posts
    الصور
    18
    معدل تقييم المستوى
    27

    رد: Making of Red Hulk

    مشكور اخوي فور ماكس على المرور

  8. #8

    الصورة الرمزية محمود علاء
    طالب بالمركز التعليمي

    الحالة
    غير متصل
    تاريخ التسجيل
    Nov 2009
    المشاركات
    1,360
    Thanks
    9
    Thanked 3 Times in 2 Posts
    معدل تقييم المستوى
    64

    رد: Making of Red Hulk

    درس رائع أخي الكريم بارك الله فيك
    :: اللهم بلغنا ليلة القدر وأكتبنا فيها من العتقاء من النيران ::
    أم المؤمنين عائشة رضي الله عنها
    ( http://rasoulallah.net/Aisha/ )

  9. #9

    الصورة الرمزية shevshenko
    طالب بالمركز التعليمي

    الحالة
    غير متصل
    تاريخ التسجيل
    Feb 2009
    الدولة
    مصر
    العمر
    28
    المشاركات
    320
    Thanks
    0
    Thanked 0 Times in 0 Posts
    معدل تقييم المستوى
    17

    رد: Making of Red Hulk

    جزاك الله كل خير
    ميك اوف رائع

  10. #10
    الصورة الرمزية ateya3d
    Founder & Site Admin

    الحالة
    غير متصل
    تاريخ التسجيل
    Jun 2006
    الدولة
    Egypt
    العمر
    38
    المشاركات
    12,125
    Thanks
    22
    Thanked 194 Times in 127 Posts
    الصور
    18
    معدل تقييم المستوى
    50

    رد: Making of Red Hulk

    ماشاء الله تبارك الله القسم اصبح مليء بالمواضيع المميزه جدا
    مقر طريق الجرافيك بالقاهرة
    7 شارع جامعة القاهرة - الدور الثالث - بميدان الجيزة
    Tel: (202)35696328 Cell: (2012)70770170 - (2011)16030067 - (2012)25134331



  11. #11

    احباب طريق الجرافيك

    الحالة
    غير متصل
    تاريخ التسجيل
    Oct 2007
    الدولة
    وطنى الدى يحترمنى
    المشاركات
    5,642
    Thanks
    1
    Thanked 0 Times in 0 Posts
    معدل تقييم المستوى
    139

    رد: Making of Red Hulk

    موضوع مميز اخى الكريم جزاك الله كل خير
    http://www.islamway.com/?iw_s=Quran
    ادعوا لي ربى ان يغفر لى وللوالدي ولكل المسلمين
    جزاكم الله كل خير
    ربى لو بلغت دنوبى عنان السماء ما يئست من رحمتك
    أكتب ما يقوله النّاس ضدك في | أوراقّ *

    . . . . . . . . . . . . . . . وضعها تحت قدميك !

    فـ كلما زادت الأوراق (ارتفعت أنت الى الأعلى )


  12. #12
    الصورة الرمزية YASD3D
    مصمم مشارك

    الحالة
    غير متصل
    تاريخ التسجيل
    Apr 2008
    الدولة
    الجزائر
    المشاركات
    68
    Thanks
    0
    Thanked 0 Times in 0 Posts
    معدل تقييم المستوى
    13

    رد: Making of Red Hulk

    نتمنى أن نستفيد من موهوب مثلك أنت كنز عربي
    دائما نحو الأحتراف

  13. #13

    الصورة الرمزية waleed_ali
    مشرف القسم العام والإسلامي

    الحالة
    غير متصل
    تاريخ التسجيل
    Jan 2010
    الدولة
    A, A
    المشاركات
    20,140
    Thanks
    587
    Thanked 288 Times in 256 Posts
    الصور
    21
    معدل تقييم المستوى
    433

    رد: Making of Red Hulk

    بصراحه هو ده الاحتراف ولا بلاش العمل رهيب جدا اكتر من رائع شكرا جزيلا على طرح العمل

  14. #14

    مشرف أخبار الثري دي والتقنيات

    الحالة
    غير متصل
    تاريخ التسجيل
    May 2010
    الدولة
    مصر
    العمر
    28
    المشاركات
    3,460
    Thanks
    0
    Thanked 3 Times in 3 Posts
    الصور
    3
    معدل تقييم المستوى
    91

    رد: Making of Red Hulk

    ميكيج رهيب جد
    تحياتى لك

  15. #15
    الصورة الرمزية dhia
    مصمم مجتهد

    الحالة
    غير متصل
    تاريخ التسجيل
    Mar 2011
    الدولة
    تونس
    العمر
    21
    المشاركات
    504
    Thanks
    0
    Thanked 0 Times in 0 Posts
    الصور
    9
    معدل تقييم المستوى
    19

    رد: Making of Red Hulk

    شئ رااااائع جدا

    تـــــــــــونس بـــــــــلادي

 

 
صفحة 1 من 2 12 الأخيرةالأخيرة

المواضيع المتشابهه

  1. Making of Red Hulk
    بواسطة waleed_ali في المنتدى Making oF
    مشاركات: 10
    آخر مشاركة: 24 / 06 / 2013, 05 : 03 AM
  2. Making Of Rio
    بواسطة 4MAX في المنتدى Making oF
    مشاركات: 2
    آخر مشاركة: 27 / 09 / 2012, 12 : 09 PM
  3. Making Of 'Never Again'
    بواسطة desertwolf في المنتدى Making oF
    مشاركات: 4
    آخر مشاركة: 01 / 06 / 2012, 36 : 08 AM
  4. hulk riging move
    بواسطة hwpa2001 في المنتدى Making oF
    مشاركات: 1
    آخر مشاركة: 06 / 09 / 2011, 03 : 04 PM
  5. Sky, 360 - Making Of
    بواسطة desertwolf في المنتدى Making oF
    مشاركات: 4
    آخر مشاركة: 18 / 03 / 2011, 50 : 07 PM

الكلمات الدلالية لهذا الموضوع

المفضلات

ضوابط المشاركة

  • لا تستطيع إضافة مواضيع جديدة
  • لا تستطيع الرد على المواضيع
  • لا تستطيع إرفاق ملفات
  • لا تستطيع تعديل مشاركاتك
  •  
الساعة الآن 19 : 03 PM
Powered by vBulletin® Version 4.2.3
Copyright © 2017 vBulletin Solutions, Inc. All rights reserved.
Search Engine Optimization by vBSEO