3D Modeling and Sculpting of Chronos in Blender(3)

3D Modeling and Sculpting of Chronos in Blender

Continue the 3D Modeling and Sculpting of Chronos in Blender(1) and 3D Modeling and Sculpting of Chronos in Blender(2), the faster and easier cloud rendering services provider, Fox Renderfarm still shares with you 3D Modeling and Sculpting of Chronos in Blender(3).

Lighting

Firstly, I added a stronger background light to illuminate the edges of the characters. The lights are roughly divided into the main light source, auxiliary light source, backlight source, and a group of lights around the character.

3D Modeling and Sculpting of Chronos in Blender

Here is an introduction to the role of this group of lights to simulate a shadow of skylight for the characters. The rendering speed of such a light group is much faster than the sky shadow, and the effect is also good.

3D Modeling and Sculpting of Chronos in Blender

Rendering

The rendering was made using the default Arnold renderer of 3ds Max, and then layered rendering was used, and then composited and adjusted in Photoshop. Firstly, each part is rendered in colors.

3D Modeling and Sculpting of Chronos in Blender

For post-processing in Photoshop, the advantage of layering is that it is easy to control the effect of each component and the effect of depth of field.

  1. Simply put the components together first, and choose a starry sky picture for the background.

3D Modeling and Sculpting of Chronos in Blender

  1. Add some glow effects to the magic circle. It is best to feather the magic circle and fill it with some fading blue to get an effect similar to the edge glow.

3D Modeling and Sculpting of Chronos in Blender

  1. Add some glow effects to the metal parts, the production steps are similar to the magic circle effect. If it is not obvious enough, we can copy a few more layers of the boost effect.

3D Modeling and Sculpting of Chronos in Blender

  1. Add some magic effects to the entire screen to enhance the overall atmosphere. Here I am using a set of Photoshop brushes. This brush is very practical and can easily draw all kinds of magic effects.

3D Modeling and Sculpting of Chronos in Blender

  1. After adding magic visual effects, we can see that the overall picture looks cooler. The details are as follows,

3D Modeling and Sculpting of Chronos in Blender

3D Modeling and Sculpting of Chronos in Blender

3D Modeling and Sculpting of Chronos in Blender

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How to Create a Classroom Scene With 3ds Max and Zbrush
How to Create a Classroom Scene With 3ds Max and Zbrush
This tutorial brings about the scene production process of "Classroom", and the tutorial was organized by the best online render farm, Fox Renderfarm. The content will introduce in detail the process from resource allocation to model making, then drawing textures, and finally rendering. The software used includes 3ds Max 2018, Zbrush, Substance Painter, Marmoset Toolbag3, etc.!How to Create a Classroom Scene With 3ds Max and Zbrush Production Process1. Resource AllocationBecause of the large number of models in the scene, It is necessary to analyze the scene first, disassemble it into separate resources, and then allocate them to each member for production, and finally build and integrate them. This will greatly increase efficiency.The specific division of labor is as follows,!How to Create a Classroom Scene With 3ds Max and Zbrush!How to Create a Classroom Scene With 3ds Max and Zbrush!How to Create a Classroom Scene With 3ds Max and Zbrush!How to Create a Classroom Scene With 3ds Max and Zbrush2. ModelingBefore making the medium model, we must first build a simple model to determine the approximate size and location of each object. The focus of this step is the accuracy of the overall proportion and position, so there is no need to spend too much time on the model.!How to Create a Classroom Scene With 3ds Max and ZbrushIn order to better grasp the position and size, you can find the perspective angle of the original painting by adjusting the position and field of view. At this time, create a camera and press c to call up the camera for easy matching.After the simple model is built, the next steps can be made according to the assigned tasks. The production process of the three representative models will be introduced below. I hope everyone will like it.3. Asset productionThere are a lot of assets in it, so here are a few to discuss the production process.Case 1: BroomMid-poly modelingThe manufacturing process of the mid-poly model is relatively simple, using a cylinder and a sphere to complete, making the broom simple and large.!How to Create a Classroom Scene With 3ds Max and ZbrushIn the process of making, pay attention to the overall wiring distribution of the model to be even, so that it can be engraved in zb later. High-poly model modelingAfter the mid-poly model is completed, the modeling of the high-poly is carried out. First, analyze the shape of the broom. The broom in life is generally not very regular and will have a messy posture, so the details of the broom wire will be relatively large.So when sculpting, I used the move brush to make a simple adjustment to the large irregular direction, and used the standard brush to simply make a rough sculpting.!How to Create a Classroom Scene With 3ds Max and ZbrushThe next step is to sculpt meticulously. At this time, I used the ClayBuildup and Standard brushes to depict the details. In some areas with larger cut surfaces, I also used the ClayPolish brush to make the edges cleaner.!How to Create a Classroom Scene With 3ds Max and ZbrushFinally, use the CurveStrapSnap brush to pull out the rope on the broom, and then adjust the shape to make it more suitable for the shape of the broom wire, so that the entire high-poly modeling is completed. Low-poly model topologyBecause the shape of this broom is relatively simple, it is also relatively easy when the topology is low mode. However, due to the large changes in the appearance of the high-poly model, the mid-poly model cannot be used for production, so I re-topped a low-poly model in TopoGun3.!How to Create a Classroom Scene With 3ds Max and Zbrush UV unfoldingBecause it is a single object, it is easier to expand the UV, and the model is symmetrical, which makes it more convenient to make textures. There are other models in the blank part of the UV in the picture below, which are not so big to avoid misleading, and the UV still maintains a high utilization rate.!How to Create a Classroom Scene With 3ds Max and Zbrush Texture makingFirst of all, each texture was baked in SP.!How to Create a Classroom Scene With 3ds Max and ZbrushNext, I used a shader similar to hair as the inherent color and texture.!How to Create a Classroom Scene With 3ds Max and ZbrushThen added a layer of color change and a layer of dirt on it to achieve the effect of distressing.!How to Create a Classroom Scene With 3ds Max and ZbrushThe part of the broom wire is basically completed, so I selected the line on the broom and gave it a unique color separately.!How to Create a Classroom Scene With 3ds Max and ZbrushThree fill layers are used here to give different colors, and only the intrinsic color and height channels are turned on. The next thing to do is the part of the broom handle. I first gave a wood shader a natural color.Then made some slight color changes on it.Finally, some cracks and dirt were added to enrich the effect.!How to Create a Classroom Scene With 3ds Max and ZbrushIn this way, the materials of the three structures of the broom are finished. The render is as follows.!How to Create a Classroom Scene With 3ds Max and ZbrushCase 2: SchoolbagMid-poly modelingThe modeling is mainly based on the grasp of the proportion, and the main shape and size of the low-poly model are made through the reference of the original painting.!How to Create a Classroom Scene With 3ds Max and Zbrush High-poly modelingFor the production of the high-poly model, I used ZBrush to carve some parts to make it more like leather. In fact, the production of the high-poly model is relatively simple. For most of the details, I prefer to make it with Substance Painter. The advantage of making in Substance Painter is that it is convenient and quick. There are many ways to make models that are not limited to just one.!How to Create a Classroom Scene With 3ds Max and Zbrush Material productionIn order to save UV, before importing Substance Painter, I chose to put together a few small objects to make. Here I mainly explain the production of leather schoolbags.First, you can make small screws with normal thread to make the high model rich, and then give the background color to make damage.!How to Create a Classroom Scene With 3ds Max and ZbrushSecondly, the details are further perfected. The leather itself is not particularly smooth, so the unevenness of the leather should be made.!How to Create a Classroom Scene With 3ds Max and ZbrushFinally, in order to better integrate with the scene, it is necessary to make the schoolbag dirty and dust more obvious, which will be more abrupt when viewed alone, but for the overall scene, the details of a single object can be appropriately made more obvious, so that it will not be particularly flat in the scene. !How to Create a Classroom Scene With 3ds Max and ZbrushCase 3: Desks and ChairsIn addition to the atmosphere, the walls and floors of the scene, all kinds of objects in the classroom also need to conform to the atmosphere. Take the desks and chairs that occupy the most space for example. The main difficulty in making is how to integrate the color of the texture into the atmosphere. Since the model of this object is simple to make, I won’t repeat it here. The specific operation process of the map is as follows (due to the similar process, only the table is used for display),First, we create a filling layer, and create a natural color based on the color and material of the table and chair in the original painting.Add a fixed shaderFill the metal part with gray that is similar to the metal color of the original image and then adjust the metal degree and roughness. Add dark and bright stains;Create a fill layer, right-click to create a filled black mask, add a fill, and select the dirty trace below.The effect after adding dirty marks is as follows,!How to Create a Classroom Scene With 3ds Max and ZbrushAdd wood grain strength and metal roughness.Create a fill layer, right-click to create a filled black mask, add a fill, and select the dirty trace below.Add different basic colors to the filling layer to create a staggered effect of wood grain colors, and select penetration for the blending mode.On the metal side, you can choose to add dirt again or directly make the final effect. The effect after this step is completed is as follows:!How to Create a Classroom Scene With 3ds Max and ZbrushFinally, add a layer of shabby dirt that matches the atmosphere of the classroom.Create a fill layer, right-click to create a filled black mask, add a generator, and select the generator below.Parameter selection (wood grain)Add sharpening to the metal, create an empty layer, right-click to add sharpening, and the sharpening intensity is 0.5.Then add dirt, create a fill layer, right-click to create a filled black mask, add a generator, and select the generator below.Parameter selection (metal)The final effect after adding is shown in the figure:!How to Create a Classroom Scene With 3ds Max and Zbrush RenderingThe software used in this rendering is the eight monkey engine, which has a good display of the effect of the light map. Before importing the file, you need to unify the HDR environment used by the sky option in the eight monkeys with the environment used by the sp software to make the material. The environment used this time is panorama.!How to Create a Classroom Scene With 3ds Max and ZbrushAfter importing the model, paste the corresponding texture map. In order to make the subsequent lighting effect better, we reduce the intensity of the ambient light and use a pure color for the background.!How to Create a Classroom Scene With 3ds Max and ZbrushThe next step is lighting. Three lights were used this time, which were illuminated into the house from three different angles.!How to Create a Classroom Scene With 3ds Max and ZbrushThe simulated indoor light on the right side uses a yellowish warm light source. Through the adjustment of the illumination direction and angle, the indoor objects can be projected to conform to the environment atmosphere. Under the light shape option, adjust the shadow parameters to make the outline clear and the details more detailed.!How to Create a Classroom Scene With 3ds Max and ZbrushThe parallel light used on the left is irradiated from the window. It uses a light source with a cooler tone, which is in contrast with the light source on the right. This time we slightly increase the shape parameter to make the shadow edge slightly blurred.!How to Create a Classroom Scene With 3ds Max and ZbrushFinally, we open the GI, slightly adjust the color curve under the camera option, darken the dark part, and brighten the bright part.!How to Create a Classroom Scene With 3ds Max and ZbrushThen start rendering, and the final effect is as shown in the figure:!How to Create a Classroom Scene With 3ds Max and ZbrushThank you very much for taking the time to read to the end of the article. I hope that the sharing of this tutorial can be helpful to you.
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2021-08-27
How to Create Chinese Style Scenes in 3ds Max and ZBrush
How to Create Chinese Style Scenes in 3ds Max and ZBrush
In this article, your trusted CPU & GPU cloud rendering services provider, Fox Renderfarm will share with you a production process about how to create Chinese style scenes in 3ds Max and ZBrush from 3d artist ZX. IntroductionThe project is created by a small team. It's also the first time they've done the scene independently. When they first saw the concept map, they thought it was beautiful and decided to make it a 3D version. Next, we'll show you the whole process and explain in detail the problems encountered in the project and how to solve them. !How to Create Chinese Style Scenes in 3ds Max and ZBrush -17!How to Create Chinese Style Scenes in 3ds Max and ZBrush -13!How to Create Chinese Style Scenes in 3ds Max and ZBrush -6We wanted to save production time as much as possible, so before we did it, all of the team analyzed the concept map together, and we decided that the UVs for those things could be shared, and those materials could be made with duplicate maps. The parts of the model, those that only need to be made in one copy, can be reused. We've assigned everything by type and map. And when making, we will give priority to the large model, from the whole to the part, the pre-production does not need to be too detailed, and finally is a number of various styles of small ornaments. So we've made some basic shapes, and then we've used this basic shape to build a large scene.!How to Create Chinese Style Scenes in 3ds Max and ZBrush -9!How to Create Chinese Style Scenes in 3ds Max and ZBrush -12!How to Create Chinese Style Scenes in 3ds Max and ZBrush -10!How to Create Chinese Style Scenes in 3ds Max and ZBrush -5 Basic modelThe low model is made to determine the scale of the entire model and facilitate later work. At first, I ignored the small props and started with the big buildings. After the whole Hall was built, I carefully checked all the structural parts and there was no problem. Otherwise, after half of the production, it will be troublesome to modify these structural things. So the hall scale structure must be confirmed before making details.!How to Create Chinese Style Scenes in 3ds Max and ZBrush -2When the structure of the hall is finished, the number of faces of all models will not be too high, which will facilitate the subsequent engraving of the high model in ZBrush. I then divided all the models into several parts and distributed them to my team members for follow-up work. As long as everyone completes the work according to their assignment, it will save a lot of time when the later scene is assembled. After we finish the scene, we refine it on the basis of the low model, so as to ensure that the model scale will not have problems in the later integration. It is important to note that all high models maintain size uniformity and that all engraving details are consistent.Due to task assignments, it is necessary for someone to check everyone's progress to ensure that the project can be completed on time and that all models can achieve the same details. I sculpted two of these models as I made them, both starting with the basic ZSphere, and then converting them to polymesh3D. DynaMesh is used for carving, and the fewer faces the better in the early carving, and the better to adjust the shape.!How to Create Chinese Style Scenes in 3ds Max and ZBrush!How to Create Chinese Style Scenes in 3ds Max and ZBrush -1All that's left is some tedious work that requires a lot of patience. I spent a lot of time in TopoGun to get the best models and details. Of course, in the project, there are also members who learn to make while learning and learn to use new tools to speed up the project process. Texturing As with the high model, all textures have to be consistent in color and texture, so some common base textures need to be made in advance. And, because it's a multi-person collaborative project, all progress sharing is important. So the production needs continuous communication, as far as possible to avoid repetitive work.!How to Create Chinese Style Scenes in 3ds Max and ZBrush -16!How to Create Chinese Style Scenes in 3ds Max and ZBrush -11 Rendering First, it's an important step to integrate all the models into one scene. Especially for the large scene of multi-person cooperation, the name of the file made by each person must be good, and the shader in the file is named the same as the exported map folder, so as to facilitate the later search of textures and the replacement of maps.!How to Create Chinese Style Scenes in 3ds Max and ZBrush -7!How to Create Chinese Style Scenes in 3ds Max and ZBrush -8Three common types of lights are used, the main light source that simulates sunlight, a supplementary spotlight and a point light source to make up for too dark places. We started with Marmoset Toolbag, but we weren't satisfied with the results. Then we added some extra effects to the scene, ambient atmosphere and so on, and finally, we got the most satisfying effect.!How to Create Chinese Style Scenes in 3ds Max and ZBrush -14!How to Create Chinese Style Scenes in 3ds Max and ZBrush -4!How to Create Chinese Style Scenes in 3ds Max and ZBrush -18!How to Create Chinese Style Scenes in 3ds Max and ZBrush -3!How to Create Chinese Style Scenes in 3ds Max and ZBrush -15
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2021-07-06
How To Make An Ancient Warrior Using ZBrush And 3ds Max(2)
How To Make An Ancient Warrior Using ZBrush And 3ds Max(2)
In this tutorial, the best cloud render farm, Fox Renderfarm will pick up where we left off previously. If you would like to view the content of part 1, please click here"). UVI use Rizomuv for UV splitting, which is more convenient and efficient than 3ds Max. I will group the models here, each group has a UV, split the UVs first, add checkerboard materials in 3ds Max and then adjust them, and finally make the UV checkerboards of the characters the same size.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -20Normal UV is required to be horizontal and vertical as far as possible, and the UV spacing should be kept as equal as possible to increase the space utilization as much as possible. At the same time, the smooth group should be separated where the UV is disconnected. Normal BakingFor this model, I bake the normals in Toolbag3,1. Import the low-polygon model and high-polygon model of the model.2. Create New Baker.3. Create a new baking group in New Baker, the number is the number of character UVs.4. Put the high and low polygon model into different groups and adjust the size of the wrapper.5. Adjust the storage location, size, type of rendering, and check Flip Y.6. Carry out baking adjustments. If the model has black spots, it means there are interspersed. You can expand the wrapper or use it, or you can fine-tune it with a brush. Finally, render to view the effect, and further adjust according to the result.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -18 TexturingLet’s use breastplate to share the basic process of material: the production of basic background colour,First, create a folder and use the UV fill in the geometry fill to select the range. Here we should pay attention to the problem of lines between different materials on the same object when the model is made and when the UV is split. When making the breastplate, there are lines between different materials, so that we can cut along the line when we split the UV, and it is convenient to select the range when making the texture.Of course, you can also add a brush tool to draw after using the mask, select the range or make an ID map in 3ds Max, and select the colour in SP. Specific materials are selected according to different models and different materials.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -5The basic background colour is very important. Through the colour, roughness, and metallicity of the whole model, we also need to add filters, colour scales, etc. to the background colour according to the object's material to express the object's texture.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -6For the breastplate here, I refer to the texture of the breastplate in the picture below and make a relatively smooth grey metal armour, so the roughness is 0.3, but the surface of the armour is painted, so the metal degree is about 0.9, and a layer of particles is also given. Sense of filter, rich texture.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -2 Colour drawing of the dark part of the breastplateIn the second layer, the colour of the dark part of the breastplate was drawn. Because the bright part is colder and the darker part is warmer, I chose the darker part colour of purple grey with blue and warmer here. Considering that the dark part is generally a little dusty, giving a little bit of height, the roughness is increased to about 0.7, and then the metal degree is about 0.8, but it is not full.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -3 Highlight edge drawingThe model is drawn with highlight edges, a black mask is added, and the Metal Edge Wear generator is given to modify and adjust by drawing brushes to make the edges appear a little worn.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -13 Detail portrayalNext, I will describe some details. Through procedural textures, generators, etc., some surface details such as scratches, breakages, stains, dust, etc. can be added, which can be adjusted by hand by adding a brush. A layer of scratches and two layers of colour changes are added here to make the armour richer in texture.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -2!How To Make An Ancient Warrior Using ZBrush And 3ds Max -8 Adjustment layerFinally, add an adjustment layer, change the blended model to penetration, add the filter Color Correct to adjust the hue, contrast, saturation, brightness, etc. of the object. Increase the Sharpen to adjust the sharpening intensity of the model. Character rendering productionThe renderer that comes with Substance Painter is used here so that it can better show the material effect in Substance Painter. Enhance the contrast effect by adjusting the background exposure, shadow, focal length of 135mm, and turning on post-production effects to adjust the contrast and saturation of the model.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -7Final rendering:!How To Make An Ancient Warrior Using ZBrush And 3ds Max -17
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2021-07-05
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