MAKING OF FILIPPO
 
Hello everyone, this article will try to explain and illustrate all the processing steps for the realization of the creature Filippo!
 
I would like to thank first Treddi.com for the opportunity and would like to users who have appreciated my work on the forums.
 
The software that I've used are: Autodesk 3ds Max, Autodesk Mudbox, Chaos Group Vray, Adobe Photoshop.
For the sculping and painting I've used a Wacom Cintiq 13HD.
 
I finished the project in about two days and a half, making 3 set in render 2048x2048 px resolution and some close up.

The part that concerns the concept unfortunately I have to jump ... because sometimes, as in this case, I begin to make a cube in 3ds Max and then invent along the way smile
 
BASE MODELING
 
As I said, I started from a simple cube, I divided into 2 parts to create symmetry and I started to split the geometry to derive the orbital fissures.
 
01
 
As you can see the mesh is very simple, the same way I created the inside of the mouth, small horns, tail and feet.
 
02
 
At this stage, I have not considered the problems of geometry, such as Ngons faces or triangles. This is because I already had in mind to do a retopology at a later stage, it helps me to not limit myself in the creativity of the character, especially when I do not have a concept 2d where to start.
I know that many artist start directly the sculpt in programs like Zbrush or Mudbox but I like to start in 3ds Max as they did at the beginning of the cg!
 
At this point, once "jumped" the 3D model, I brought in Mudbox (there is a very convenient function that is called in the programs Autodesk Send to creates a dynamic link between the two applications).
 
RETOPOLOGY
 
In Mudbox I placed a little 'model to give the design I had in mind, without going into too much detail. Then with a great tool called Retopologize introduced in the latest version, I made the retopology (let's say he did it I have not done much!smile.
Here you can control how many faces I want to achieve, the uniformity of the topology (I recommend some testing to get the best result) and the active axis of symmetry.
This is a good tool that I have avoided hours of work to draw a topology manually, however I will not conceal that I fixed some polygon in 3ds Max but only because I did not like a cut he had done.
 
03
 
This is the final result, the model now has all the polygons in their place!
 
UV MAP
 
The only thing missing is a UV mapping in order to start the fun part of sculpting, so I brought the character in 3ds Max
 
04
 
To create a good UV relaxed, I usually use an integrated tool in 3ds Max called Quick Peel along with Relax on polygons and lots of patience (I hate doing the 'Unwrap!).
Since it is not a model of a video game, I distributed the parts so that later I can find good work on the textures in Photoshop.
 
The whole procedure described up to here I've also used for teeth and nails
 
SCULPTING
 
05
 
This is the model at level 0 where I started with the subdivisions for the sculpting phase.
For both the body and the teeth and nails I used 6 subdivision levels so about 4,800,000 polygons.
 
06
 
I used to sculpt tools Sculpt, Wax and Bulge (in order to carry out the bumps). Combined with these tools have enabled both the stamps that Stancil, I did not use special texture just a little 'alpha already present in Mudbox and other recovered on the internet.
 
07
 
filippo ao 01
 
PAINTING
 
After completing these steps are left with the painting, I made 2 textures to 4096 px, without using the projection map, just paint directly on the model.
 
08
 
This is the colorful character ... For the other red I simply placed the colors in Photoshop texture.
 
09
 
DISPLACEMENT and AO
 
From Mudbox I created a displacement map and ambient occlusion.
 
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13
 
POSE
 
To conclude with Mudbox very basic skeleton I added to give the desired pose.
 
17
 
Here it is! Filippo and her baby are ready for materials, lighting and rendering. In 3ds Max I brought a model to 1,900,000 polygons, because this was not going to animate it but realize only still images.
So I went back into 3ds Max to create the scene ...
 
MATERIAL, LIGHT and RENDERING
 
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How I used V-Ray rendering engine, I have not cared much the materials of the scene in general because I knew I used a shot tight enough on the characters, the backgroud thanks to the DOF would have seen little in the details.
As for Philip, I used a VRayFastSSS2 with a single depth map and a bump formed by the displacement map.
 
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filippo icon 01
 
filippo icon 02
 
filippo icon 03
 
As far as the eye I used a pattern that I've used for my other character, I changed just a little 'color of the texture.
 
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I used a HDRI map for global illumination, a panel material with a self-illumination behind the characters and the lights on the ceiling made ​​from a VRayLightMtl with a Vray2SidedMtl that covers them.
 
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These are the 3 final images that I made
 
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Thanks for reading this article and I hope you enjoyed! smile