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Building a character with polyspheres
Building a character with polyspheres
admin, added 2006-03-30 22:17:46 UTC 130,621 views  Rating:
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4. SKINNING


To turn the object into a 'skin' or a mesh object you now need to press 'MAKE 3D SKIN'

This will create a new mesh in the TOOL panel. You can change skinning settings to get different type of objects.

For this one I used a resolution of 256 (maximum) and a SMOOTH setting of 20.

My result can be seen below. This mesh or ZTOOL can now be altered as per a normal ZTOOL, i.e.. with the and features in the TRANSFORM panel

5. TEXTURING

I tend towards TEXTUREMASTER for this type of image but on this occasion I decided to place all the body ZTools (Objects) into the image and then paint and texture them in the canvas.

If you ever decide to use this method remember that you will have no texture saved with your ZTool and therefore will have to redo a texture every time you use that ZTool.

I used three BASIC materials for the skin and decided to aim for a yellow/green skin tone. The materials had differing levels or NOISE, NOISE RADIUS, COLOR BUMP and specularity. I like to use a NEGATIVE number in the COLOUR BUMP as this helps to 'raise' light colored veins and arteries.

6. THE BACKGROUND

The background for this image was created by adding a 3DPlane to a background layer and painting onto it with the SIMPLE BRUSH. For this image I used a BASIC ALPHA BRUSH and the DRAG RECTANGLE stoke type. This process lets me build up layers of colour that quickly start to look like clouds or smoke.


7. MULTIMARKER GUN

Although Polymesh allows you to make complex organic meshes I still like to use the tried and tested Multi-Marker. This little gem lets me take a set of primitive shapes and add them all together into a Polymesh object.

One tip: Make sure that when you modify objects they you do it using the deformations panel. If you just change the sizes on screen the mesh doesn't work correctly.


click for larger version