
Model, Sculpt and Texture a Demon-like Monster in 3ds Max and ZBrush – Day 3
Jun 22nd in 3D Art, Autodesk 3Ds Max, Game Art, Zbrush by Mehdi Pourshayegan This is a multi-part tutorial on creating a Demon-like 'Lok Warrior' with realistic muscle anatomy. On the first day of this tutorial we created a base mesh for our character using poly modeling. On the second day, we took the mesh into ZBrush and sculpted the intricate muscle anatomy. Now today we will texture the creature and add the finishing touches to the artwork.
Let's begin day 3 of this tutorial.

My name is Mehdi Pourshayegan and I'm originally from Iran. I am a 3D/CG Artist, and I'm still learning. I've won the third prize in the 'NPower Software' challenge and have won some other gallery awards on well known websites. Now as a freelancer, I'm working with many companies around the world on their 3d related projects. You can find out more about me by visiting www.3dshaystudio.com/Portfolio.
Final Effect Preview
Step 1
First of all, open your base mesh in 3ds Max and go to the "Unwrap UVW" -> "Edit" window, and open the "Tools" menu. Click "Render UVW Template", and set both the width and height to 2048. Click "Render UV Template", and save the image as a .png file.
Step 2
You need rough base for your texturing, and the method I recommend is a very easy one . Just put some lights in your scene with or without GI, and give a simple skin color to the character. Render it using "Render to Texture ", by clicking the "Rendering" tab.
Step 3
Bake the texture and save it as a base for the texturing process. Select the character mesh, and click "Add" in "Output" drop down menu. Select "Complete Map", and "Diffuse Color" for the "Target Map Slot". Use the same width and height as you did before, in this case it's 2048. Click "Render"...and wait for a while:)
Step 4
Save the baked textures out. Open Photoshop, and load both the UV template and baked textures.
Step 5
Drag and drop the UV template into the baked render window, and place it in the right position. Make sure it is the top layer by pressing "F7" to open up the "Layers" window.
Step 6
Find a good skin texture for your character, create a new layer, and drag the skin texture onto it.
Step 7
Tile the skin texture using "alt" + drag. Select all of the tiles in the "Layers" window, and merge them by using "ctrl" + "e". Set the layer to "Linear Light" at 60%.
Step 8
Turn the skin layer off for now. Create a new layer, and start adding some details. You can use real photos for a more realistic look and feel. Don't forget to erase any dark areas of your baked texture to make it like the image below.
Step 9
Add details to the face, using the "Burn" and "Dodge" tools.
Step 10
Add some stomach muscles using the "Burn" tool. Refine the face by painting in the small details. Use the "Burn" tool on the knees as well.
Step 11
Create a new layer. Use the "Polygonal Lasso" tool, and select the area all around the feet and fingernails. Fill them with a dark yellow color. Add details to them by using the "Burn" and "Dodge" tools.
Step 12
Try to add the finer detail around the eyes and neck by using the "Burn" tool.
Step 14
Please note that it's very important to use the same color and texture along the UV seams. For example, you need to use or create the same color as seam A on seam B. This will result in the texture of the character appearing seamless.
Step 15
Click "Filters" -> "Sharpen" -> "Unsharp Mask". With this filter we can sharpen our texture layers, and have sharp edges on the details and skin.
Step 16
Turn on your skin layers now, and apply "Unsharp Mask" again. You can play with the opacity of its layer, as well as "Brightness and Contrast" in the "Image" -> "Adjustments" menu.
Step 17
If you modeled the eyes for your character, and they are already in your UV template, it's time to paint the eye texture. For this particular character, I have created some strange alien eyes.
Step 18
Click on "Image" -> "Adjustments" -> "Hue/Saturation. Change the settings as shown below. You can use this feature to change the skin color. Before you do this, make sure you have selected the main baked texture layer.
Step 18
Turn your UV template layer on, select the horn polygon areas, create a new layer, and paint in the specific yellow color displayed below. When you're finished, drag and drop your horn color layer underneath the skin layer.
Step 19
Burn around the seam areas of the neck and head.
Step 20
Merge all layers by pressing "ctrl" + "alt" + "e". Use the "Burn" tool with a different brush size to add the final details, and darker areas. Save your texture, and apply it to your character in 3ds Max. Make sure you have an un-collapsed version saved for future changes.
Finished Product
User Comments
( ADD YOURS )arrow23 June 22nd
Very nice man good job really
( )Diego SA June 22nd
Oh f..k! The final result is amazing! Very detailed demon this one! Reminds me games like Diablo!
( )Pat Weiss June 22nd
Just awesome! I hope to see more Tuts like this! Very useful to see how to use the skins in photoshop. never done this before. Thank you.
( )Max June 22nd
i need a tut for texturing in zbrush!
( )btw: Thanks for the super great tutorial series!!!
Stefan Frank June 22nd
Love it! Great tutorial! Solid techniques and good workflow. And the best: It is done in 3DsMax and Zbrush. If you give us a 3DsMAX CAT Muscle tutorial for this i will buy the +membership.
I would also like a postprocess tutorial for the 3D animation in After Effects. (renderpasses etc.) Thanks again!
( )pencil June 22nd
yeah so i’ve been following this tut and I’ve really enjoyed it. The final product is great.
Once my skills get a little better i’m definitely going to try this out.
( )Eric Shafer June 22nd
Such a freaking awesome series of tutorials!
Featured here: http://www.presidiacreative.com/web-picks-26/
( )james June 22nd
can these models be animated?
( )Stefan Frank June 22nd
Those models can be animated. A standard rig or the new CAT Rig would do. From mocap to manual keying…no problem if the setup is okay.
( )Mehdi Pourshayegan June 23rd
Hello and thanks for comment :
-Texture tutorial in Zbrush will be one of the future tutorials from me here.
-This model has more than 2mil polygons, you have to retopologize that, or use the modified base mesh on level 1 , or use some polygon cruncher softwares then quadify them .
or if you have a powerful computer, simply import the mesh and apply a Biped to it in 3ds max.
questions and suggestions feel free to email me : mehdee6222@yahoo.com
Cheers!
( )jonthan June 23rd
cool man, thanks for this…
( )Bill Brown June 23rd
Great tutorial series!
Are you going to do a tutorial that uses the ZBrush model to generate the texture map/displacement map/normal map to be used on the low-poly version in 3DS Max? I would love to see this work-flow.
( )Alex June 23rd
Could you show the Low Poly final Render plz!?
( )Mehdi Pourshayegan June 24th
If you need any tutorials simply contact the “tutsplus” with a request.
For any final result check my portfolio link .
( )sebastian July 8th
ok, very nice but i dont get it the normal map and exporting back to max part…
( )Please explain this with more detail.
Thanks
rambo July 24th
only one word for this complete tutorial
( )“awsooooooooooooooooooooooooome”
KUNAL BANERJEE July 28th
OHHH…
( )SUPAP!
plZ tell me how u do ittt!!
KUNAL BANERJEE July 28th
WHAT IS THIS …………
( )TOO MUTCH FINEEEEEE
I WANT TO KNOW HOW U DO IT?
montaser elsiaid July 31st
It is a big and a nice work, but you have to tell us a letl bit about Mudbox befor starting with photoshop.
( )doom August 14th
woooooooooowww, great
( )sijusunder December 9th
thank u
( )Mehdi Pourshayegan December 28th
Thank you all, please contact me if you have any questions/suggestions : http://www.3dshaystudio.com
Regards
( )M.Shay