Professional Documents
Culture Documents
model from the start and then refine into detail as you go.
Introduction
Hi, my name is Rishi and I am a 3d Character artist. In this
article I am going to take you through the making of Tidus .,
my inspirational character. This tutorial is best suited for those
who like to see a rough model from the start and then refine
into detail as you go. Im not gona cover every step of the
creation process of this image. I assume you have some basic
knowledge of Maya and Zbrush.
Inspiration
Usually I always like to put my own concept or story for
character but this is something I always wanted to do. I am
always impressed by the quality of Final Fantasy Characters.
So I thought to give it a try but in a different way. This is not
my concept .I am making Tidus which is from Dissidia Final
Fantasy.
Modeling
For modeling, I have used Maya for base mesh and Zbrush for
detailing. Before starting the model in Maya i always do some
research and collect as many reference as i can.
I usually model my characters from a cube. Its a quick and
very effective way of modeling. Some people prefer edge
extrusion method which is also very good but a little bit time
taking.
I uploaded a simple line drawing of a character in Maya and
quickly blocking out the basic shape. Right now am not
concentrating on the face details. I will correct the shape and
details in Zbrush.
I start with a cube and through edge extrusion and split faces,
i block the model to match it roughly with the image. I am not
concentrating on the line flow for the body since this model is
not being animated.
Similar things also apply to face too. I have front and side
references loaded into Maya and start to model the face
beginning by a cube.
Distinct lines are made and important land mark places like
mouth, eyes, nose and ears are taken care of by proper line
flow so that we get nice and smooth facial expressions.
So, i have a basic body in Maya. Now its time for the cloth
and props. Below is the image used for reference.
For the body sculpting, we hide all the other subtools (in
cluding the palms) that have been imported into Zbrush except
the body. Most of the body is covered with cloth so I dont
need to work on the full body, just hands, legs and face.
Lets start adding some forms to the body. I have used stand
rd brush with combination of clay and smooth brush for ad
ding muscles. Firstly, subdivided the body. Then start sculp
ting and molding it according to the references u have collecte
d. Please make sure u fully utilize the extra polygons resulted
by subdivision.
Posing
I have taken the pose from the game poster.
Now to go about the exact method of posing. Firstly, I mask
all the areas that dont need the effect of transpose. Then
using the transpose tool, I pose the character in Zbrush.
One after another, each part that need posing is selected and
transpose used on it to get the below pose. After posing i
have done some muscle correction on the body and scaled
down the neck because it was looking a bit long.
CLOTH DETAILING
After detailing the small props and cloth, this is what I got.