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The making of 'Garrosh Hellscream'

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Date Added: 20th June 2014

Modeling the armor

For the armor, I decided to make a base mesh in Maya, and then export it to ZBrush for the details. So I imported the body base mesh to Maya and made the armor base meshes to fit on the body. To help later on in the sculpting process, I tried to maintain an equal polygon density for each object ? even if it was a flat surface.

There were a lot of skulls around the armor, so I created one skull in ZBrush and exported it to Maya, and then duplicated it around the armor where it was needed. I used the IMM Chain brush in ZBrush to create the wrist chains.

1884_tid_2a.jpg
 
1884_tid_2b.jpg
Exporting and importing the base mesh into Maya

UV Unwrap

Once I was happy with base mesh, I created UV maps for each object. I used 9 UV tiles so I put a lot of detail in the texture maps, in case I wanted to use a close up render.

1884_tid_3.jpg
Creating UV maps for each object

Posing

I exported each armor mesh to ZBrush. Before sculpting the details, I decided to make the pose first. Usually sculpting comes before posing, but this character will stay in the same pose for the final image.

There's a great tool in ZBrush called the Transpose Master. This makes all the SubTools low res and merges them temporarily to allow us to adjust the overall object together ? this means it's great for posing, especially when a scene contains multiple SubTools. I could have moved and rotated the model using this temporary mesh, but instead I exported this mesh to Maya and rigged it so I could get a pose with a better weight distribution.

Once I was happy with the pose, I exported the mesh to ZBrush and switched the temp mesh to posed mesh. During this process, the Vertex ID or object name shouldn't be changed.

1884_tid_4a.jpg
Rigging the character


1884_tid_4b.jpg
Posing the character by repositioning the rig




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Readers Comments (Newest on Top)
avatar
Kim Junny on Wed, 30 July 2014 6:48pm
OMG my eyes :( ....
avatar
Knucklehead Kyle on Wed, 25 June 2014 8:51am
Great work, Mike! Thank you for taking the time to prepare this tutorial. I love the tertiary details on the props, and for some reason I really like the pants despite its simple design, some nice sculpting there. - being a lazy TD that I am, I'd probably have simulated it in Marvelous Designer as well and maybe ZRemesh.
avatar
Juan Carlos on Tue, 24 June 2014 3:54am
es: exelente trabajo,gracias por mostrarnos su flujo de trabajo ,ayuda demasiado a los artistas que estamos buscando lograr resultados asi de geniales en: excellent work, thanks for showing your workflow, support the artists too, we are looking to achieve great results as well
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