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The making of 'Garrosh Hellscream'

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(Score 4.54 out of 5 after 28 Votes)
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Date Added: 20th June 2014

Marvelous Designer

For the banner on the back, I used Marvelous Designer to create fast, easy and natural drapery. Nothing fancy in the settings; I just created the basic shape of the banner, used Pin to hold the top side, and then clicked Simulate. What a software.

Creating the drapes with Marvelous Designer


I chose MARI as my main texturing tool. I set the texture size to 8,000 with a 16-bit color depth. 8,000 allowed me to put a lot of detail into the textures, and 16-bit gave me more freedom in the texture adjustment ? though you need to keep in mind that this setting can easily become very heavy. Caching layers is one option for distressed GPUs, so when you think one layer is done editing, it's good to cache it. If it keeps getting harder to handle on your machine, you can always merge layers, change the depth a bit, or decrease the texture size.

Texturing in MARI is very much like sculpting. You need to apply a broad color base, then apply the mid color break-up, and finally apply the small details.

Tileable textures are a great option for making the base texture map. Photo projection gives you a great level of detail, and it's a key technique in MARI. Layering ambient occlusion maps also makes a very good starting point, and matches with geometry as well. Having a procedural layer is another great, easy way to break up the texture details.

The texturing process in MARI


Yeti is a great fur/hair plug-in for Maya, and is a relatively new software in the industry.
Setting up hair with Yeti was a little different to using other hair plug-ins. It's a node-based tool that generates hairs from hair-dots which can be freely moved around on a mesh surface. Each dot can be paintable, within a value range of 0 ? 1. Most of the hair attributes supports this paintable value for its own input. The viewport hair preview is also pretty accurate as well. Overall, it's a great tool that offers a visually-intuitive hair-creation method.

Creating a fur test on the boots

The node graphs in the creation of the fur

A shot showing the fur in the scene

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Readers Comments (Newest on Top)
Kim Junny on Wed, 30 July 2014 6:48pm
OMG my eyes :( ....
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.
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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