Keep up-to-date with Free tutorials!!


Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more


Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

submit tutorial
1 | 2 | 3 | 4 | 5 | 6
Making Of 'Victorian Freak'

| Your Rating:
rating star nonerating star nonerating star nonerating star nonerating star none
(Score 0 out of 5 after 0 Votes)
| Comments 0
Date Added: 9th December 2009
Software used:

Starting off

This project was kind of inspired by Van Helsing Frankenstein. After watching the movie I thought I could create a better freak than that! So I did.... God knows why?
I have to say I had nothing to start off with on paper. Its not that I'm bad at drawing, its just that the project was so spontaneous. Onto the 3d stuff I said to myself and the design was clear in my head, man Vs lantern. lantern wins over man simple, 'Magic Lantern man'. I would have to confess if you want to do this properly make a design on paper


When I looked for reference I referred to href="" target="_blank"> for human reference and clothes then looked at Alan Moore's 'The League of Extraordinary Gentlemen' comics for ideas on Victorian technology which seemed to be a perfect place to start as it was full of pages of insane Victorian machinery and weirdo's.


Getting a Template

First I looked through my archive for a male model to use as a template. If you do decide to create a lot of different human figure characters its worth your time creating 'naked' male and female template model. These will provide you with something to build from and save you a lot of time, rather than have to start from scratch. When you do create the template just work on one side of the body and use a symmetry modifier or a mirrored instance to see the result. Only one side of the mesh will be required for template models. For this model I also added a range of walk and run animations for skin testing,
with the first frame being set for the Christ 'skin' pose.

For the mesh I used a stack that combined these modifiers
  • Symmetry
  • Skin
  • MeshSmooth

This gave me the chance to test out the skin while allowing me to modify the mesh. Rather than having to apply and check all the time.

If required you can turn off a modifier giving more processing power. Or set the modifier to work only when rendering This rule mostly applies to MeshSmooth, which slows down things even when not subdividing.


Good enough I tell myself. He won't look that pretty soon. Notice the old school max.3 bones and a set of teeth I have to say I do prefer the old school approach for setting up bones and IK's, with less IK helpers and bone constraints, which can fill a scene up with lots of extra information and objects. But this is all just a question of taste

614_tid_image02.jpg 614_tid_image03.jpg

continued on next page >

1 | 2 | 3 | 4 | 5 | 6
Related Tutorials

Morph Facial Animation

by Merlyn Lear
published on 2009-06-16

Keywords: character, female, girl, morph, animation,

rating star fullrating star fullrating star fullrating star fullrating star half (5)
Comments 0 Views 108971
Readers Comments (Newest on Top)
no comments!
No comments yet. Be the first to comment!
Add Your Comment..