It's a work in progress but I would like to show some of my steps so far.

Concept
We decided to go for a cowboy after watching Rango too much (not really, but it's a great movie) and as I had almost started modeling one for a couple of times.
And we chose to have a clean model with not so many details but work a bit more on the textures.
So after a few sketches, here's the chosen concept.
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| Concept Art / Character sheet |
Modelling
So I started modelling in 3dsmax, started with a box then divided a couple of times and gave the basic form following the character sheet. I didn't worry too much about the loops at this stage, specially for the head. With the base mesh done I sent it to zbrush to set the proportions right and smooth some parts. Back to 3dsmax (thank goZ) I played as Jack the ripper and separated him in a few parts (to make the clothes and accessories).
So I started modelling in 3dsmax, started with a box then divided a couple of times and gave the basic form following the character sheet. I didn't worry too much about the loops at this stage, specially for the head. With the base mesh done I sent it to zbrush to set the proportions right and smooth some parts. Back to 3dsmax (thank goZ) I played as Jack the ripper and separated him in a few parts (to make the clothes and accessories).
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| The Modelling steps |
Again in Zbrush was time to go into more details, sculpting time! It's a fun process...
It wasn't yet sculpted in full details, it was time to work in the topology.
So I exported from Zbrush a higher mesh (not the highest because I would not be able to work in 3dsmax) and used a great free script called Max_Retopo which made this job much easier.
Since it's gonna be used for a video I didn't have to worry too much about poly counting, but I tried to keep it not too high.
This is all for now, I'll try to post more in one or two weeks.
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| Zbrush is awesome! Click to enlarge |
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| The head |
So I exported from Zbrush a higher mesh (not the highest because I would not be able to work in 3dsmax) and used a great free script called Max_Retopo which made this job much easier.
Since it's gonna be used for a video I didn't have to worry too much about poly counting, but I tried to keep it not too high.
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| Head Retopology - I uesd some lines for a start then transformed them in polys. |
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| It still need some tweaks (specially in the arms) but it's getting there |






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