3D Tutorial: How to Make a Stylized Character(2)
Continue part 1 of 3D Tutorial: How to Make a Stylized Character, the smarter and cheaper cloud render farm, Fox Renderfarm still shares with you the tutorial about how to make a stylized character.
Topology, UV, and baking
This role requires two parts that need to be topology, the character's head, and the mechanical headset. The topology of the mechanical part mainly uses 3ds Max's Toggle ribbon tool and modeling plug-in. The character head uses Zbrush's own topology tool Zwrap 1.0.
While topology, the model alignment mode is selected, adding the corresponding adsorption points according to the structure and the number of the low-poly point corresponds to the number of the high-poly.
Then we can calculate the match and complete the topology. All that is left is to adjust the low-poly details in 3ds Max and add models with details such as eyes.
After the topology is completed, it is now the work of the UV part. I use the 3ds Max plug-in Unwrap Pro and PolyUnwrapper v4.3.5 with tools, and the UV work on the face mainly use Unwrap Pro.
- Draw the vertex color map with Zbrush
- Marmoset Toolbag
- Baking normals and color maps Toolbag supports OBJ or FBX model formats. The following are the low-poly OBJ export settings，
A total of 7 textures have been output, as shown in the following figure，
Realistic skin texture drawing is done in Substance Painter. First, import the OBJ format model into Substance Painter, and then assign all the baked textures to the model. First, turn on the SSS effect, and then adjust the skin texture to a satisfactory effect. Finally, the PBR texture of the skin is exported.
Marmoset Toolbag 3 real-time rendering
There are two types of lighting settings, environment, and lighting settings. First, an HDRI environment map was used, then the main light source and a blue fill light were placed on the side. There is also a fill light on the front, which makes the overall facial lighting softer. lighting effects:
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