Creature project

Creature model

The creature was modeled from a sketched model sheet, which was based on a human form, but has other limbs, like a tail and wing like structures protruding from the back.

The technique for modeling the creature was a combination of edge/polygon and box modeling, shaped using the various tools available in 3DS max.

The mesh itself is a solid, non intersecting mesh, and also error free, using Max’s error checking tool.

The mesh is also perfectly symmetrical, the mesh contains rudimentary skeletal rigging, but no animations.


The following gallery shows the progress of one of the legs, which would then be cloned and later joined to the main body.





This gallery shows the progress of the torso, following the same process as the leg, initial shape created from sketches with splines, shaped along the images, then Cross Section and surface modifiers added to create the initial geometry, then the edit mesh and mesh smooth modifier added for more geometry and detail.





The arm modeled using the same process, splines shaped according to the sketches, then geometry created using modifiers and finally modeled to more closely match the sketches.



The head was then modeled and created from front and side sketches, using the same process as above.



The leg and arm was then cloned, and joined to the torso, the head was also then joined using 3DS max tools such as weld , bridge and connect vertices, seaming the model shut, and making it hollow inside. Care was taken by running the 3DS max mesh check modifier to identify and fix intersecting , as well as duplicate vertices and polygons.



The tail was then extruded and modeled from available geometry in the back. The UV mapping was then done using the ‘Pelt Mapping’, and ‘Planar mapping’ tools where applicable.

After UV mapping was done, the texture was created and applied using mudbox’s paint tools.


The diffuse and normal textures used for this model was created and exported from mudbox.

This model’s tangent vectors were created as local vectors, not world space vectors, because the seams were too visible from where the Pelt map seams join.

The luminosity (glow) and specular map, was created using photoshop.

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