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MAKING OF - BARRON

 First of all I apologize for my English :)

MAKING OF BARRON 

The italian version on treddi.com!: link
 
STORY
Barron works in 2k Department Space, the 2kDs. The mining companies are always looking for new planets to inhabit. Once started the work are called companies like 2k. Their role is to secure the area. In addition to safety have other tasks such as storage of food resources, optimization of human resources and other related activities such as the construction of water supply and sanitation.

SKETCH

First I made a comp from a previous session sculpt, just to get an idea of ​​the shape of the character to give me a hand then modeling base.



Modeling

Then I imported it into zbrush a basic form of a human. Then move and i retrace the sketch without being too precise. I wanted the character is created "alone" without too many constraints. From basic form I added a bit of detail without even exaggerated because then both parts would not be seen.

From this basic model then I build the rest.

Realized it I pulled out a piece of arm to create the "mechanics" that will go from the hand to the elbow and that will be used in the workplace in a variety of ways, many of which Barron ignores.




I used a dynamesh to achieve it. How to brush I used clay, claybuildup to give the volumes and hpolish or trydynamic for details.

Below I have made ​​a small render the detail of the arm to see if it worked.



Then I continued detailing the arm.
I cloned the part of the arm is I collapsed levels.I created a simple, for use it like insert mesh (brush / create insertMultiMesh). Just create a new tool in subtool tools and then save it. I also included a small guide on how I made the forms. I started with a cylinder and with the use of clay or standard brush I've done the pieces.
I entered the details hidden part of the arm and split hidden I removed the details and then I permanently deleted.



Let's go on with the pants (some things I had already done, or almost, I also resizato img before coming off the screen ). Following the process. I started with a dynamesh and then I created the rest. I have not detailed the bottom because barron use the boots.




I also sketched the mesh. This is the total for now.



Then I added some detail to the shirt Barron.
I started with a mesh created by the topology of the body. Once you've created the tools I have imported and added to the main tool. I started with clay and standards for use after a few brushes for fabrics that you can take from here.
link Cloth


Below I have made ​​the mini jacket.

For closures are basically modified box. Very simple, as are also the metal buckles. For the jacket has been done previously extract the mesh. Finally I added some details and ruined some for rust a little the jacket.




For hands instead I created a form in the body by selecting the part that interested me and then create a group (POLYGROUP / group masked). I divided the group split with hands from the rest of the body.

Normally when I work my hands up to level 4 with clay, from lv 5 use standard while the final details such as skin folds or wrinkles, use slahs3 with a very low intensity. For the nails instead work removing matter with brushes as standard or slash3.



In an hour or so I went ahead and added a bit of detail to the undershirt Barron.
I started with a mesh created by the topology of the body. Once you've created the tools I have imported and added to the main tool. I started with clay and standards for use after a few brushes for fabrics.


After making your hands go on with the face of Barron. The guidelines I had set out in the previous sculpt, I wanted to try to make a face very "stylized" but at the same time not too cartoon. A sort of in between.
For details I used standard or slash3.

The creation of hair was done by removing part of the head shaved barron. Transformed into dynamesh. And then i create the shape of hairs.


In the meantime I have the boots.



This is the total up to now.





I made the "plates" of iron. I used topology on the trousers to create the plates to cover the entire leg and connect it to boots. Then I added some details such as the iron plates to hold it together and then some bolt (Barron's suit is not new ).





I completed the armor of Barron so that it can move safely in all hostile environments.
To achieve both the helmet that the bust I started from a dynamesh. I used the same techniques of the arm.
The visor of the helmet I made ​​from a session toplogy, because this will have to apply another material.
For some items, I helped with the alpha found on the website of Pixologic and shared by other users.



I quickly completed the support and also other elements, even if dont know if they will use for the final render. Anyway to create them I used the brush insert made ​​available very easily.



So the total up to now




Hope you like it so far.

Now  the painting.

PAINTING

Usually when I give he painted a solid color then the standard brush and stroke spray at a low level of opacity step a little at a time until you reach the tone you want to help me with the shadows using various masking. For the material for now skinshader4 is normal, then to the final rendering setterò better materials.



Now the step armor. I put some pictures of some pieces. To fulfill these usually use a very simple technique. Small premise polypaiting quality depends on the number of subdivisions. Unfortunately my PC does not stand a number of interactions too high and the average large pieces ranging from 1 to 3 million polygons. Often some of the details are wide but unfortunately with the PC I have now more xD I can not, in any case, I decided that many of the details of rust and other adjustments I would have done after in post production.




After adjusting the final details, I a pose on the model. I used the handy transpose.
At first I had some problems because of the large number of polygons of subtool. Some being made in topology and then dynamesh did not give me the opportunity to reduce the number of interactions. I obviated thanks to POLYGROUP. Where I were split in multiple sub tool. This allowed me to use the transpose. Before the split was impossible to use due to crash.

I used to help a dummy which is located between the project of zbrush and I traced the appearance of Barron. This helped me later with the transpose.



I have used transpode with some option:

Group: allows you to leave the invarati POLYGROUP various subtool
Layer: creates new layers for each subtool and uses them to remember the location of initial and installation. Needless to say turn is very useful but the downside that creates very large files. To say barron already weighs about 600 megs. With the layer reached to nearly jig.

Pose for photographers , we proceed to the final stage.





THE LIGHTS

For the lights I used the light cap. I created a light coming from the right azzurina a warmer left.
For the materials I used the skinShade4 for all subtool. For metal objects I used a copy with a high specular, lip and ears instead of one with a higher wax.



I am then passed to render with wax preview, ao, shadow and flatten.

After saving the renderpass are passed to render the specular. I rendered two specular map one white and one blue (even though the image is purple), then after I see composition in which I could be more helpful.

In addition to the specular I also rendered some render with a metallic material, then this will serve me for rust or for the reflections.



I now come to the composition. you see the layers that make up the final image. To complicate my life I have a little Barron rendered in 3 different positions: one front, one behind another and with the armor of 2k him.




Below you can see the render preview








now remains only the final compositing.



FINAL STEP

And here it is finally after so much effort .

Version hi res Link



Version hi res Link

cya!!

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