IntroductionOur “Pipeline”Before You Start: The ConceptAn Extensive Knowledge of AnatomyAsk QuestionsCollecting ReferencesGetting Ready to Start—Setting Up Image PlanesStarting to Build the CharacterExpert Mode, Hotkeys, and ScriptingViewport PreferencesGetting the Basic Proportions RightCutting in More DetailThe High-Resolution Mesh: Breaking Up the ShapesThe Shell ModifierThe High-Resolution Mesh: Adding More DetailHelmetMaskVestShoulder PadsForearm Pad and KneepadGas TankGloveBelt and DetailsCodpiece and Other DetailsShin PadsKneepad and ShoeChemical SuitBreathing PipeSubdividing Your Model with TurboSmoothMicrobevelingMicrobeveling the Shoe EdgesFinishing the Symmetrical DetailsMaking the UVs in UV layoutThe Asymmetrical Details: Making the Folds and CreasesFlow, Flow, Flow!Gravity, Tension, and the Feel of the FabricThe Ambient Occlusion BakeFinal TweaksTexturing Eats Your RAM!Baking the Basic ColorsMasking Each Layer3D Paint ApplicationsGraphics TabletsRendering the UV TemplatePainting the Dirt MapPainting the Scratch MapLayered Scratch MasksPainting the High-Frequency Detail LayersNormal and Specular MapsNormal Mapping the High-Frequency DetailsAdding More Small DetailsThe Danger Label on the Gas TankMetal TexturesGlowing BulbsMicro Bumps LayerThe High-Resolution Specular TexturesThe GunIn-Game Mesh ModelingIn-Game Mesh UVingBaking Down the High-Resolution DetailsRendering Your CharacterThe Studio WallThe CameraCreating the LightsMaterials in TheoryMaterials in 3ds MaxThe Final Renders