Model, Sculpt and Texture a Demon-like Monster in 3ds Max and ZBrush – Day 1

Jun 17th in Autodesk 3Ds Max by Mehdi Pourshayegan

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.

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Author: Mehdi Pourshayegan

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 (Untextured)

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.


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User Comments

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  1. PG

    Nysuatro June 17th

    Very nice. Looking forward to the next part.
    Thank you

    ( Reply )
  2. PG

    Joe June 17th

    ZBrush! Brilliant :D

    ( Reply )
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    kevin June 17th

    Are you guys inside my head? I was just thinking I needed to learn how to use 3d max and zbrush together.

    ( Reply )
  4. PG

    peewee1002 June 17th

    Looks cool, shame I don’t have 3D max.

    I would like to see it done on cinema 4D!

    ( Reply )
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      Kaleb Aylsworth June 19th

      Working on that atm:)

      ( Reply )
  5. PG

    rishteria June 17th

    So nice tutorial, thanx for inspiration ;)

    ( Reply )
  6. PG

    Gilahd June 17th

    THANK YOUUUUU!!! =)=)
    this tutorial is really informative

    ( Reply )
  7. PG

    Dario Gutierrez June 17th

    Excellent tut dude, is very detailed and the best is made it with 3D max.

    ( Reply )
  8. PG

    Menno June 17th

    Nice tut for 3d Max users ;)

    Next time Maya please!

    ( Reply )
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      Kaleb Aylsworth June 19th

      Maya tuts coming soon:)

      ( Reply )
  9. PG

    Karl Gustav June 17th

    AT LAST! MAX AND ZBRUSH! SIMPLE AND GREAT TUTORIAL!

    ( Reply )
  10. PG

    Yoroi June 17th

    Very Good

    ( Reply )
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    Nathan June 17th

    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 :)

    ( Reply )
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      Osvaldo M. June 24th

      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!

      ( Reply )
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        Anonymous August 24th

        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.

  12. PG

    Elix June 17th

    Awesome start! Are you going to be posting the mesh and ztool files as well?

    ( Reply )
  13. PG

    Alireza June 18th

    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…

    ( Reply )
  14. PG

    ajai June 18th

    “excelent job”

    ( Reply )
  15. PG

    Sirwan June 18th

    hello mehdi., great tutorial !

    ( Reply )
  16. PG

    korma June 19th

    Nice tut, i just guess it would have been awsome with heavy wings ;)

    ( Reply )
  17. PG

    arlington cruz June 19th

    This is so F**cking awesome! thanks so much for this tut

    ( Reply )
  18. PG

    Alex June 20th

    Reminds me a video tutorial I’ve downloaded on the mudbox forums a while ago from Michael Jensen. (About the 3dsmax part.)

    ( Reply )
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    Mehdi Pourshayegn June 23rd

    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!

    ( Reply )
  20. PG

    Mehdi Pourshayegan June 23rd

    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!

    ( Reply )
  21. PG

    Joe July 6th

    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.

    ( Reply )
  22. PG

    Rajesh August 11th

    bravo………keep going with ur work

    ( Reply )
  23. PG

    montaser August 13th

    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.

    ( Reply )
  24. PG

    montaser August 13th

    I did before.

    ( Reply )
  25. PG

    vinesh August 19th

    all this only work out for you……….. i am still stuggling on the uv map editor…. any one there to help me!!!!!!!!1

    ( Reply )
  26. PG

    John Doe August 27th

    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.

    ( Reply )
  27. PG

    jon September 1st

    just asking but how many sides should the cylinder have to start

    ( Reply )
  28. PG

    jon September 1st

    does anyone know how many sides the cylinder should have to start

    ( Reply )
  29. PG

    Steve September 4th

    When is Day 2 gonna be out?

    ( Reply )
    1. PG

      Kaleb Aylsworth September 4th

      You can find day 2 here: Day 2; and day 3 here: Day3.

      ( Reply )
  30. PG

    Mehdi Pourshayegan September 8th

    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 .

    ( Reply )
  31. PG

    Rohit October 7th

    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.

    ( Reply )
  32. PG

    Keyvan October 21st

    فوق العادس
    کاراتونو کجا میتونم ببینم ؟

    ( Reply )
  33. PG

    Fabio Fonseca November 3rd

    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.

    ( Reply )
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