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    This tutorial is best suited for those who like to see a rough

    model from the start and then refine into detail as you go.

    Introduction

    Hi, my name is Rishi and I am a 3d Character artist. In this

    article I am going to take you through the making of Tidus ….,

    my inspirational character. This tutorial is best suited for those

    who like to see a rough model from the start and then refine

    into detail as you go. Im not gona co!er e!ery step of the

    creation process of this image. I assume you ha!e some basic

    knowledge of "aya and #brush.

    Inspiration

    $sually I always like to put my own concept or story for

    character but this is something I always wanted to do. I am

    always impressed by the %uality of &inal &antasy Characters.

    'o I thought to gi!e it a try but in a different way. This is not

    my concept .I am making (Tidus which is from )issidia &inal

    &antasy.

    Modeling

    &or modeling, I ha!e used "aya for base mesh and #brush for

    detailing. *efore starting the model in "aya i always do some

    research and collect as many reference as i can.

    I usually model my characters from a cube. Its a %uick and

    !ery effecti!e way of modeling. 'ome people prefer edge

    e+trusion method which is also !ery good but a little bit time

    taking.

    I uploaded a simple line drawing of a character in "aya and

    %uickly blocking out the basic shape. Right now am not

    concentrating on the face details. I will correct the shape and

    details in #brush.

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    I start with a cube and through edge e+trusion and split faces,

    i block the model to match it roughly with the image. I am not

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    concentrating on the line flow for the body since this model is

    not being animated.

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    dding more lines and rounding of the shape

    I always model palm, foot and head separate because it gi!es

    me more freedom to add lines where!er i want.

    I add some more lines and shape it accordingly.

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    !ery basic palm modeling in "aya

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    I am not modeling the foot because I plan to suit him with

    boots.

    *efore starting the face i thoroughly search the net for anime

    and manga references. I ha!e taken references from the final

    fantasy game also. 'o always spend some time in research

    before starting any character. I ha!e taken human references

    too for the e+pressions.

    I am starting the face also with a cube.

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    'imilar things also apply to face too. I ha!e front and side

    references loaded into "aya and start to model the face

    beginning by a cube.

    )istinct lines are made and important land mark places like

    mouth, eyes, nose and ears are taken care of by proper line

    flow so that we get nice and smooth facial e+pressions.

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    fter working on it a bit more, I got the shape am looking for.

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    dding more lines, am fleshing out the face .)id some

    topology ad-ustments too on the neck to match it with the

    topology of the face. o need to merge the palm because we

    are going to make that in glo!es later.

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    'o, i ha!e a basic body in "aya. ow its time for the cloth

    and props. *elow is the image used for reference.

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    gain am going with a similar approach, am taking a plane

    and thro edge e+trusion am building the base for the cloth

    and accessories. *elow are a few images of the building of

    cloth n accessories.

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    This is one of the accessories that is on the hand of Tidus.

    Here, I ha!e taken a sphere and selected alternati!e columns

    of faces.

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    The faces being selected, they are deleted to get something

    like the picture below.

    The faces being selected, they are deleted to get something

    like the picture below.

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    )uplicate the twisted ob-ect and again apply the twist

    deformer, but in the opposite direction. ow mo!e the

    !ertices of the ob-ects in the places of the intersection such

    that they are interwo!en.

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    "odeling all the accessories in similar ways, we get basic

    accessories that need to be worked on later in #brush.

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    *elow is a image of the sword of Tidus.

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    'o, finally all the acce

    sories and the cloth of Tidus are ready for detailing in #brush.

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    s the below image shows, I ha!e imported e!erything

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    including body as different subtools in #brush

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    &or the body sculpting, we hide all the other subtools /in

    cluding the palms0 that ha!e been imported into #brush e+cept

     the body. "ost of the body is co!ered with cloth so I dont

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    need to work on the full body, -ust hands, legs and face.

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    1ets start adding some forms to the body. I ha!e used stand

    rd brush with combination of clay and smooth brush for ad

    ding muscles. &irstly, subdi!ided the body. Then start sculp

    ting and molding it according to the references u ha!e collecte

    d. 2lease make sure u fully utilie the e+tra polygons resulted

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    by subdi!ision.

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    I think it is sufficient for now and will add some more

    details and tweak some more muscles when we pose the charact

    er. 'o

    Posing

    I ha!e taken the pose from the game poster.

    ow to go about the e+act method of posing. &irstly, I mask

    all the areas that dont need the effect of transpose. Then

    using the transpose tool, I pose the character in #brush.

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    4ne after another, each part that need posing is selected and

    transpose used on it to get the below pose. fter posing i

    ha!e done some muscle correction on the body and scaled

    down the neck because it was looking a bit long.

    ow that the body is posed, cloth is also posed in a similar

    fashion.

    Heres the final posing with cloths on, and all the accessories

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    imported including the sword.

    CLOTH DETAILING

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    &irst am going to shape the shirt according to the reference i

    ha!e taken. I am using mo!e brush here with the combination

    of standard /with gra!ity on0, slash 5, pinch and smooth

    brushes. I ha!e subdi!ided the mesh. 6ill do the detailing in

    each le!el one by one.

    Here are some images of progresses on each le!el7

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    fter detailing the small props and cloth, this is what I got.

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    I ha!e sa!ed a rendered image of the character in #brush.

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    Importing this image into 2hotoshop, I gi!e it some nice

    colour effects and some hair too. 8ou could e+periment with

    different styles and effects in 2hotoshop until you are satisfied

    with the output.

    'o, here we are with the finished image.

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    Some suggestions from me!perience t"at I #ould li$e tos"are #it" ou gus%

    6hen youre sculpting, dont try to subdi!ide it to high le!el

    right after you put it in #brush, always try to get ma+imum

    details in low le!el, when youll be %uite happy with that, then

     -ust mo!e to another le!el and add more fine details.

    )ont worry about the shape of the model in the beginning, u

    can always change it later.

    lways add some gra!ity when you are dealing with cloth

    wrinkles.

    9nowledge of anatomy is important but dont let this restrict

    you to e+periment the different characters you want to

    portray because you can always change the anatomy details

    to make it more !isually enhanced. Thats the beauty of

    working in 3d.

    Hope you en-oyed this making as much as I did while making

    it. Happy sculpting.