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iceflow
03-15-2011, 04:07 PM
The Gnomonworkshop Stylized Character Modeling for Production
with Alessandro Baldasseroni

In this DVD Alessandro shows his workflow to model a stylized character for production, based on a given concept. The essential steps are covered, starting with the presentation of the initial 2D concept and associated reference materials. Alessandro then demonstrates blocking out the character with ZSpheres in ZBrush using the concept as reference for proportions. This becomes his base in 3ds Max to block out all the main components through polymodeling. Next, he details the character with a combination of polymodeling techniques in 3ds Max and ZBrush sculpting. Particular attention is paid to keeping the topology of the various parts consistent for an animation environment, showing in particular how to efficiently retopologize parts in 3ds Max to achieve a better geometry distribution. After modeling an addition to the character not present in the initial concept, Allesandro renders and presents the final model in ZBrush in the form of a character sheet and a turntable.

Alessandro Baldasseroni

Alessandro Baldasseroni is a self-taught 3D artist specialized in character modeling and texturing. He started his career working as a generalist with a leading game developer in Milan, while also continuing to develop his personal portfolio based on high resolution characters and 3D illustrations. The international recognition soon followed allowing him to be featured on several international magazines and artbooks including Digital Art Masters and Ballistic Publishing's Exposé and Elemental. After freelancing for major studios in the game industry such as Massiveblack, Flagship Studios and Blur, he moved to California to join Blur as lead character artist. His professional work can be seen on several game cinematics, commercials and features including Star Wars: The Old Republic, Warhammer Online, The Force Unleashed, NFL on FOX, Halowars, Mass Effect 2, The Simpsons ride at Universal Studios, Dante's Inferno and many more. rapidshare.com

Chapters
Image Planes and Blocking in Helmet
Blocking in Character
Adding Details
Hands and Boots
Straps and Pouches
Strap Details
ZBrush Setup
Sculpting the Face
Sculpting Boots
Detailing the Helmet
Attaching Helmet Symbol
Sculpting the Pants
Sculpting the Jacket
Modeling the Backpack
Sculpting and Detailing the Backpack
Retopology
Finishing the Character
Turntable Render (no audio)
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