3D Tutorials: Hard Surface Modeling(3)

Continue the 3D Tutorials: Hard Surface Modeling(1) and 3D Tutorials: Hard Surface Modeling(2), the fast and affordable cloud rendering services provider, Fox Renderfarm still share with you 3d tutorials: Hard Surface Modeling(3).

Robot model

When using the above skills, we need to have some good ideas and strategies to complete the model faster and better.

3D Tutorials Hard Surface Modeling

For example, if we want to make such a more complicated robot model, what should we do?

Structure

Build a rough head model structure, paying attention to the overall proportional structure. First of all, don't rush to make a detailed structure, we must first build the overall outline of the model.

3D Tutorials Hard Surface Modeling

In this way, the key structure of the model is roughly constructed, without worrying about the details of the model, just the simplest geometry. For this model, it is a symmetrical structure, so we only need to make half of the head, and then copy the other half with symmetry. After ensuring that the proportional relationship is basically accurate, we can move on to the next step.

Details

Refine the preliminary model, and further make the topological structure, pay attention to the quasi-structure line with uniform and appropriate wiring. The next step is to add details, follow the reference to make some lines of the concave and convex structure of the model, this step needs to be as accurate as possible. The surface and line parts need to be as reasonable as possible, More subdivision is needed for smooth areas, less subdivision for flat areas, and the curvature of the model is adjusted.

Finally, the topological structure of the model is made. The following is to make the topological structure of the model.

3D Tutorials Hard Surface Modeling

For this model, it is more complicated, and the key consideration is the red shell part. Although the other parts look complicated, they are actually composed of relatively simple small parts, which are easier to handle.

3D Tutorials Hard Surface Modeling

Continue to add details and deal with parts of the hard surface model. Since there are many problems will be encountered at this stage, adjustments and changes are required.

3D Tutorials Hard Surface Modeling

Tips: During this process, we can press the Q key to quickly open and close the subdivision surface to check the effect of the model.

After that is the production of eye sockets, ears and other structures. These are not difficult, but require patience and time. Finally, some small parts will be added to perfect some deficiencies.

3D Tutorials Hard Surface Modeling

3D Tutorials Hard Surface Modeling

Now the model is basically completed. Thanks!

3D Tutorials Hard Surface Modeling

Welcome to join us

render farm free trial

Recommended reading


How to Render High-quality Images in Blender

2020-03-09


How to render large scenes with Redshift in Cinema 4D

2019-10-15


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Renderer Is The Best?

2019-04-15


How the Redshift Proxy Renders the Subdivision

2018-12-28


China Film Administration Release New License Logo

2019-01-09


Maya 2018 Arnold's Method of Making Motion Vector Blur in AOV Channel

2018-12-26


Blender vs Maya vs Cinema 4D, Which One Is The Best 3D Software?

2020-01-16


Corona Renderer Learning - Denoising

2019-05-15


Partners

Interested

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
More
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
More
2021-07-05
How To Make An Ancient Warrior Using ZBrush And 3ds Max(1)
How To Make An Ancient Warrior Using ZBrush And 3ds Max(1)
Fox Renderfarm, the best cloud rendering services provider, will bring you a tutorial from 3d artist Mars on how to use ZBrush and 3ds Max to make an ancient warrior. Mars will use ZBrush and 3ds Max to make a character of a Japanese samurai and talk about some of the problems encountered in the production process. The whole production is divided into five parts: Introduction, 3D Modeling, UV, Texturing and Rendering.!How To Make An Ancient Warrior Using ZBrush And 3ds Max IntroductionThis Japanese samurai production case specifically used 3ds Max to make the initial model, ZBrush and 3ds Max combined to complete the high polygon sculpting and production, Marvelous Designer to make the cloth, Substance Painter complete the texture, and finally to use Substance Painter for rendering. ReferenceWhen creating a 3D artwork, whether it is realistic or stylized, preparing reference materials is one of the most important parts of the process. After seeing a samurai picture, I decided to make it into my own version and split some elements in the picture. You can see that the samurai in the concept map is mainly armour, and there are many weapons on his body. However, this armour's texture colour is relatively single, and the original painting only has the upper part of the display, so a lot of references must be found.!How To Make An Ancient Warrior Using ZBrush And 3ds MaxThe following is part of the reference pictures found when making samurai armour. Divide the model into different materials, find the corresponding reference, and create the corresponding folder to facilitate subsequent search and use.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -10 Character modelingFirst of all, according to the samurai drawing, I used a basic body model to modify, and may quickly adjust the character's body proportions, shape and movements.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -9After making the basic things, I started to build the equipment in 3ds Max. There are three points to note:1. The size and proportion of the model.2. Some structures need to be extruded to make changes in the shape, and the edges of the model should be chamfered so that the edges do not look particularly sharp.3. Group according to different parts, and the naming and grouping of these models are clearly organized to facilitate the subsequent production management.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -16After the basic proportions of the body are determined, you can make equipment for the character. Samurai equipment has sub-hard structure equipment, such as helmets, shoulder armours, weapons, etc., which can be built directly in 3ds Max. For other items like clothing, pants, etc. I plan to make them through Marvelous Designer. The pants and clothing calculated by Marvelous Designer will be more natural. You can adjust the details of the folds of the clothes through ZBrush later.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -14Finally, combine all the things in 3ds Max to place and adjust the model together. When making the model, you need to pay attention to restore the shape and outline silhouette in the reference picture as much as possible.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -11After the production of these basic models is completed, I first set up the models to facilitate subsequent production.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -4For some hard-surface models, such as breastplates, the previous models are made more refined through some plug-ins or adding wires. However, it should be noted that try not to destroy the original structure of these models, but only add modifications to them. For things like clothes, it is best to put them into ZBrush for sculpting.Here I use pants as an example. First, I export the fabric checked by Marvelous Designer to ZBrush for sculpting, adjust the details, and then split the UV of the model through GUV tiling, and make textures on the pants through the noise.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -19The intensity can be increased appropriately in ZBrush because the damaged details will be weakened when the normals are baked. My approach is to create a new layer to draw, and at the same time, I need to open the transformation target and open the storage transformation target.In this way, the strength of the texture can be adjusted as a whole to facilitate the modification, and the unsatisfactory parts can be restored by restoring the brush later.I need to adjust the number of faces of the model to create a low-polygon model for matching and baking with the sculpted model, so a low-polygon model can be directly adjusted and produced in 3ds Max. It is important to note that some concavo-convex structures can be made by baking, so some structures in the model can be directly deleted, and all the lines that the structure are deleted, which is the largest reduction in the number of models. Part of the sculpted model needs to be made by surface reduction in ZBrush or topology with TopoGun. The production of low-polygon models requires the number of faces to be as few as possible, the position of the line is reasonable, and there should be no more than quadrilateral faces.In part 2 of this tutorial, we’ll be going over the rest of the details of the production process.
More
2021-07-02
  • Foxrenderfarm

    Powerful Render Farm Service

  • TPN

    Business Consulting

    Global Agent Contact:Gordon Shaw

    Email: gordon@foxrenderfarm.com

    Marketing Contact: Rachel Chen

    Email: rachel@foxrenderfarm.com

    Connect with Us

Fackbook Customer Reviews