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Making Of 'Sandoje'

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Date Added: 14th June 2010
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My name is David Arberas and I've been studying special effects for two years in my native town, Donostia. The idea of making this 3D model came when I was searching for a good quality 2D cartoon character artwork and I found Zurdom's ( awesome artworks. I fell in love immediately with the Sandoje character, because of its cartoony style and wonderful details (Fig.01), so I sent an email to Zurdom asking for permission to make it in 3D and he kindly gave me permission to do that.

Fig. 01

Understanding The Artwork

Well, I'll not fool anyone; this was my first attempt at making a 3D character based on a piece of artwork. Because of that I spent a lot of time analyzing the artwork in order to discover things like how the monster-like hand is biting the sword, how the barrel is connected to fuel through the tube and what the hell is written in barrel's little cartel... At this point I also started thinking about the technical details I knew I was going to have to face: did I need to use textures for all objects? And in that case, how should I group the objects to pack in UV islands? Which programs did I need to use for sculpting, texturing etc?

I'll stop there because I don't want to bore you! I just wanted to explain how my mind works when I face a project like this.

Modeling - sculpting

In this step, the main question was if I should model the character directly in the artwork pose or T-pose. I didn't spent much time thinking about it: I wanted to make a 3D illustration, not an animated scene, so I decided to make Sandoje directly in the artwork pose (Fig.02).

Fig. 02

continued on next page >

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