Stylized Character Modeling for Productionwith 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. Instructor for this title: Alessandro Baldasseroni
- Character introduction and setup of image planes in 3d studio Max.
- Basic polymodeling of the elm in 3d studio Max
- Character blocking in Zbrush based on concept sheet.
- Overall detailing with polymodeling and zbrush sculpting.
- Modeling of an additional prop : Military backpack
- Retopology in 3d studio Max and character presentation in Zbrush.
-
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)
- Product Code: ABA01
- ISBN: 1-59762-781-X
- UPC: 805366017835
- Duration: 294 minutes
- Formats: DVD-ROM
DVD-ROM Requirements:
- 1GHz or faster processor
- 512 MB RAM
- 64 MB Video RAM
- DVD-ROM Drive
- 5 GB of hard disk space
- 1280 x 1024 display
DVD-ROM and Digital Download Requirements:
Minimum Operating System:
- Microsoft® Windows® Vista®
- Microsoft® Windows® XP Professional
- Microsoft Windows 2000 Professional
- Apple® Mac® OS X 10.2
Software:
- QuickTime Movie Player (Version 7.0 or higher)
- Acrobat Reader (Version 5.0 or higher)
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Software Used:

Autodesk
3ds Max
Pixologic
ZBrush
Alessandro Baldasseroni
3D Artist
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.
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"Alessandro's approach to character creation is technically advanced and intuitive. He has been in production for game cinematic for several years and has incorporated numerous effective workflows from Modeling, texturing, UV layout, shaders/material setup in 3D studio Max to ZBrush sculpting, polypainting and rigging."
- Sze Jones
Freelance Character Artist
"It's rare to find someone like Ale who is well versed at both the artistic and technical spectrum of character modeling. These skills allow him to define the key aesthetics of a character through both texture and sculpt while allowing for dynamic movement and energy which is key in any animation production pipeline."



















