Tutorial Details
- Program: 3ds Max, ZBrush
- Difficulty: Advanced
- Completion Time: 1-2 hours
Final Product What You'll Be Creating
This is a multi-part tutorial on creating a Demon-like ‘Lok Warrior’ with realistic muscle anatomy. In the first day of this tutorial we will create a base mesh for our character using poly modeling. In day two we will take this mesh into ZBrush and sculpt intricate muscle anatomy. On day three we will texture the creature and add the finishing touches to the artwork.
Let’s begin day 1 of this tutorial.
Step 1
I used two images from 3d.sk to model the base mesh more accurately. I drew 2 planes, one from the frontal view-point and one from the left view-point. With the exact same length and width as the original photos, I applied the photos as their textures, and then used the Move tool to view our image plane as seen below.

Step 2
Start with a cylinder with 5 height segments.

Step 3
From the front viewport delete the half side of your model so that you can add a symmetry modifier. Click on ‘Editable Poly Vertex Level’ and now we are ready to use some very handy tools: move-scale-rotate, and make the shape of the cylinder fit the image body. Press Ctrl+E and then you need to delete the four polygons. Your final result will be similar to image below.

Step 4
Now select and extrude that front edge using Shift + Move; as you can see on below image, in blue color, try to work in both the front and left viewport. When you are near to back part edge, use ‘Bridge’ to connect the edges when both are selected.

Step 5
Now for the leg. Extrude the selected edges by holding the Shift key down on your keyboard and use the move tool as show in the image below. To help them stand out, I colored them in blue. When you are done, try to form the leg from front and left viewports using the vertex sub-object level and like before, move-scale-rotate them.

Step 6
For the arms, use the same method as the leg in the above instruction.

Step 7
For modeling the hand, I used a box with a poly count equal to the arm border. In addition, I also changed the topology by cutting the selected polygon below to have 3 quad Image in order to have all fingers without having more segments from the box. Please note: If you increase the box segment, you will have problems bridging that to the arm because of the different polycount.

Step 8
Select and extrude/rotate each polygon to model the fingers.

Step 9
Attach the body to the hand. As you can see, the symmetry modifer will mirror the hand for the other arm too. Using ‘Target weld’, weld the hand vertexes to the arm vertexes. We don’t need the image planes any more so you may delete them.

Step 10
Now it’s time to model the foot. For this we’ll use a cylinder. Delete the top and bottom polygons and two more polygons, as shown below.

Step 11
Now select those edges and with Cntl + the Move tool extrude them to look something like image below.

Step 12
Create new quad polygons using the cut tool on that polygon.

Step 13
Continue extruding edges and cutting just like before

Step 14
Now for the bottom part of the foot, extrude each side edge. Using ‘Target weld’ again use ‘cut’ for creating new polygons.

Step 15
Now cap the border and create 4 polygons by using ‘cut’.

Step 16
Bevel each polygon to create the toes.

Step 17
Attach and connect feet to body just the way we did before with the hands. Tweak the vertexes using the move-scale-rotate tools and cut ring edges using Ctrl+E. The result should be similar to image seen below.

Step 18
Now it’s time to start the head. Because it is a low poly base mesh, we won’t have many details on the face. Create a small plane and after converting to an editable poly, start extruding edges and moving the vertexes in both front and left view ports.

Step 19
Continue extruding edges and moving the vertexes.

Step 20
This is what we have so far:

Step 21
Continue with the head using the methods we previously used on the body.

Step 22
Select those polygons and extrude them. Create new polygons using ‘Cut’. After that, delete those polygons to start the horn.

Step 23
Add a symmetry modifier to the head object and then select each horn’s border. While holding the Shift key down, scale them in. Cap them and ‘bevel’ them out three times each. Now is the time to make the horn smaller; when you are done, you will need to tweak some vertexes to create something like below.

Step 24
Add two spheres for the eyes and connect the head to the body just as you did the hands and feet. Make sure to create new polygons so that you will have enough vertexes to weld them.

Step 25
Now we have created the monster head with a human body. Delete one finger and one toe, then cap and move polygons. For the foot fingernails, simply bevel them twice.

Step 26
Now it is time to use ‘Unwrap UVW modifier’. Select the body and add UVW modifier from modifier stack, but do not delete Symmetry. Go to the materials panel, select a material and add ‘Checker’ to its diffuse slot. Set the tile for both U and V to something like 20 or 30.

Step 27
Now we are ready to start UV mapping for our character. Turn off the ‘symmetry’ modifier then click on the ‘Face’ sub-level of ‘Unwrap UVW’ and select all the leg faces but leave one inner row and foot faces.

Step 28
Now, click on edit (you are in Edit UVWs window). Now, click ‘Quick Planer map’ from Unwrap UVW modifier and use ‘Relax’ from the tools menu of the Edit UVWs window several times. Use the rotate tool to rotate the leg faces making sure that you selected all the faces first.

Step 29
Select the row of faces that you didn’t select earlier in Step 27 and click ‘Quick Planer map’. Relax, rotate and then move them.

Step 30
To have a better understanding about welding vertexes, click the ‘Display’ menu on the Edit UVWs window and check ‘Show Vertex Connections’. Now if you select a vertex, you will see a number that helps you to find the right vertex to weld.

Step 31
Right-click anywhere in the Edit UVWs window and select ‘Target Weld’. Start welding vertexes of the leg and that row, check the process in ‘Max, and move vertexes around if you see any stretching.

Step 32
Complete the same process for the foot. Select the top part faces of foot and then click ‘Quick Planer map’ and then the bottom faces. Weld their vertexes too and use scale to make them smaller. When you look at the ‘Max viewport, the checkers should be almost the same size. You can map the faces between the foot and fingers separately.

Step 33
Continue selecting faces and do mapping the same as before for upper body.

Step 34
Select the back body faces, then the arm and hand just the way we did before for leg and foot.

Step 35
Now move them very close to each other and start welding with ‘Show Vertex Connection’ on.

Step 36
Map the head with selecting faces and welding vertexes. In the image below you can see how this should look.

Step 37
Turn symmetry on – this will create a copy of what you did on mapping. Check ‘Select element’ in the the ‘Edit UVWs’ window. Now select each part and click on the ‘mirror horizontal’ tool. Weld the body and head vertexes. Use the scale tool and then pack your UVs in the work area.

Step 38
Click on the symmetry on top of our modifier stack and then right-click and collapse all. Before exporting the model, make sure the mesh has no holes by selecting/moving vertexes that were across the mirror of symmetry before.

Step 39
Export the model as an OBJ file and import it into ZBrush 3.1. Use the OBJ Exporter settings below:

Day 2 Preview
In Day 2 of this multi-part tutorial we will bring the low-poly base into ZBrush and begin sculpting powerful and realistic muscle anatomy for the Lok Warrior.




HDRi - 1735 Clear Sky only $25.00 
Very nice. Looking forward to the next part.
Thank you
ZBrush! Brilliant
Are you guys inside my head? I was just thinking I needed to learn how to use 3d max and zbrush together.
Looks cool, shame I don’t have 3D max.
I would like to see it done on cinema 4D!
Working on that atm:)
So nice tutorial, thanx for inspiration
THANK YOUUUUU!!! =)=)
this tutorial is really informative
Excellent tut dude, is very detailed and the best is made it with 3D max.
Nice tut for 3d Max users
Next time Maya please!
Maya tuts coming soon:)
AT LAST! MAX AND ZBRUSH! SIMPLE AND GREAT TUTORIAL!
Very Good
Can someone help me please? I can’t seem to get past step 1-3… im extremely noob to 3ds max but I know a few basics.
I’m just not quite sure about the first few steps, any help or pointers to other tutorials in those departments? thanks alot
Also got lost in the first 3 steps… i dont get the “delete the half side of your model so that you can add a symmetry modifier”. How do i do this? please make the tutorial more noob-proof… thanks for the tutorial though!
Well deleting the half is easy, select al the other half polygons then delete em?
And if you don’t know how to add a modifier, even if this tutorial was noob proof I would suggest you try learning more basic things at first.
try Lynda.com for very good tutorials.
Awesome start! Are you going to be posting the mesh and ztool files as well?
Hi Mahdi and thx for tutorial… ahhh i want type in Finglish Lang: salam mehdi joon mamnoon az babate amoozeshet montazere amoozesh haye badit hastam…
“excelent job”
hello mehdi., great tutorial !
Nice tut, i just guess it would have been awsome with heavy wings
This is so F**cking awesome! thanks so much for this tut
Reminds me a video tutorial I’ve downloaded on the mudbox forums a while ago from Michael Jensen. (About the 3dsmax part.)
Hello all and thank you all for your kind comments :
I’ll add an email address for those who has problems in modeling or questions, in the mean time feel free to contact me on my temporary email : mehdee6222@gmail.com, also by visiting my portfolio you can find more about me, please about tutorials only contact me on temporary address for now.
Also my portfolio address on my author profile will update soon.
yes,I used a good way similar to jensen modeling cause its pefect and easy to understand.
Cheers!
Hello all and thanks for comments :
-The poly modeling can be done with cinema 4D and MAYA too.
-Need help? Email me on : mehdee6222@gmail.com
-Thanks for Finglish
- The method is similar to jensen, cause it clear and simple for every one
Cheers!
yeah this is just a copy rip-off of the Michael Jensen video with a slightly modified character. Get the Michael Jensen video it’s much better. Common guys if your gonna do it, do it right and be original and don’ t rip-off.
bravo………keep going with ur work
It is good ;I saw before 3ds with photo shop;new you Bering Z brush with 3d instead of auto desk mud box it is very good too.
I did before.
all this only work out for you……….. i am still stuggling on the uv map editor…. any one there to help me!!!!!!!!1
Has anyone completed this part fo the tutorial? Do you have any images of your progress? I would like to see if the tut is proficient.
just asking but how many sides should the cylinder have to start
does anyone know how many sides the cylinder should have to start
When is Day 2 gonna be out?
You can find day 2 here: Day 2; and day 3 here: Day3.
Hi :
jon : 8 sides
vinesh :email me for help
Joe : there is several ways for modeling character, maybe 3-4 ways are best. I choose one of them, and maybe hundred people do the same .
thank you sir its help me very much becoz of some resons my textuing part had left and i am very need to lernt it. thank you very and if have any complete vedio tutorial on texturing so pls help us.
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This tutorial is really good!
But I have a problem..
In Step 37, “Turn symmetry on – this will create a copy of what you did on mapping.” Here is not working. When I turn on symmetry, something really crazy happens, like “Quick Planar Map’ Inverted and I lose all my work in the the ‘Edit UVWs’ window.
I didn’t find –> “Check ‘Select element’ in the the ‘Edit UVWs’ window” and ‘mirror horizontal’ tool is not working too.
I don’t know why
Can you help me?
Thanks a lot.
Hello,
Thank you all for comments
, you can visit my website : http://www.3dshaystudio.com and feel free to contact me if you have any question/suggestion.
Kind Regards
M.Shay
that is a great tutorial. thanks a lot. wish you been did that tutorial for mudbox.
Portfolio address changed : http://www.HellSculptor.com
Any comments or request for tutorials welcome.