3D Modeling and Sculpting of Chronos in Blender(1)
Your TPN-Accredited CPU/GPU cloud rendering services, Fox Renderfarm still share with you Blender 3d rendering tutorials. In this tutorial, I will talk about using Blender to Modeling and Sculpting of Chronos.
"Chronos" refers to one of the first gods born in the early days of the universe. After countless years of changes, the only thing that has not changed is his young and beautiful appearance and eternal loneliness. In the long river of time, the body of time quietly watched the lives of countless people but did not know where his ultimate destiny would eventually go.
Firstly, I made a mid-poly model in 3ds Max, and then I imported it into ZBrush for sculpting. At this time, the production of the model does not require too many details, as long as the overall human body proportions are correct. There is no need to waste too much time in the early stage to adjust the details.
Secondly, we need to pay attention to some transfer processing, which can be adjusted to the final desired effect by adding lines. All that is left is to sculpt the pattern in ZBrush. This way of processing can save a lot of production.
The image below shows the processing of the collar model.
It should be noted here that the segmentation of the model should be averaged, otherwise it is easy to have insufficient local details in ZBrush. The model in the figure below is a good negative teaching material. The average problem of line distribution was not considered when making the model. As a result, there were jagged edges in many places, the effect was very bad, and the details of the normal map were also affected.
There are still some parts when making, and the details that are easy to make in 3ds Max should be done in 3ds Max as much as possible. Some details made by 3ds Max are better than those in ZBrush. For example, the place like the edge of the sock in the picture below is easier to handle in 3ds Max.
The production style of this character tends to be two-dimensional, so the edges should be rounded as much as possible. Because of the age of the character, it is enough to smooth the model.
Making of Collar Pattern
For this model, it is much easier to directly engrave the patterns on the clothing.
The production of the lower collar pattern will be specifically introduced below. Here are relatively simple tools, mainly mask tools. It is very convenient to use this tool to make patterns.
The mask drawing can be done with a Standard brush. I generally prefer to adjust the Focal shift value to -100 first. The brush at this time is very close to the hard-edged brush in PS. Then you can press SHIFT to start drawing the mask, and you can switch to the eraser tool by CTRL+ALT when drawing. In this way, a simple texture is drawn.
After drawing the mask, we make a reverse selection, hold down the CTRL cursor and click in the blank area. Then use the Inflate tool under TOOL to squeeze the pattern part.
Then use the Smooth and Pinch brushes to sculpt. First, use the Pinch brush to paint the approximate shape of the pattern, and then use the Smooth brush to simply process it. It is easy to create the effect of the pattern.
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