The Making of "Tundra" April 27, 2005 | Stryker My name is Daniel Moreno Dнaz. I was born in Madrid (Spain) in 1972. I work in Pyrostudios, modelling and texturing characters. I used 3ds max 5.1 as the main tool in this work. I always model with subdivision surface.
I normally start the model process in the front view, creating the vertex one by one, putting them forming the edge loops. In the beggining I did a low detail mesh as a base, this allowed me to create the edges (subdivision) that conforms the final detailed mesh. I started the torso with a box, trying to get the right subdivisions to form the basic shape of the body. Then I extruded some polygons from shoulders and pelvis in order to create the arms and legs. I modelled this character in a middle flexed position because I think that you get a better deformed mesh putting it that way. This scene is rendered in v-ray. The main lightning of the scene comes from a hdri image. |