3D Tutorials: How to Make a Destroyed Library in 3ds Max and Zbrush(2)
Continue the 3D Tutorials: How to Make a Destroyed Library in 3ds Max and Zbrush(1), the smarter and cheaper cloud rendering services provider, Fox Renderfarm still share with you 3D Tutorials: How to Make a Destroyed Library in 3ds Max and Zbrush(2).
Retopology is a very tedious but important process. After making some projects, some experiences have been summed up as follows:
- Ensure the integrity of the contour during topology
- Try to give more faces to the corners to facilitate the final normal texture
- Hide the UV seams as far as possible where they won’t be noticeable After some tests, the retopology is very careful this time. Of course, the normal result baked is good. The two methods of retopology will be introduced as follows.
One is the model with little change in shape. For example, the model of the bookshelf is modified using a model with a medium number of faces. Since the shape of the high model engraved on the model with a medium number of faces will not change much, the high model can be directly modified by the model of a medium number of faces. At the same time, we also need to pay attention to placing the UV seams where people will not notice.
The other is a model with an exaggerated appearance. The model below is made in ZBrush.
The appearance of this stone wall is exaggerated, and the side has a lot of bumps made of bricks. If the sides are retopologized as a plane, the brick wall will look worse. Even using the top gun, the efficiency is not ideal.
Finally, use the dynamesh tool to adjust the resolution appropriately, keep the outline of the stone, and weld some places with large gaps together.
Using a Decimation master to control the number of faces to 2500 triangles, the shape will not be too different from the high model. But the model of the Decimation master retopology still needs to be imported into 3ds Max to match the high model, and clean up some problematic triangles.
Finally, the model maintains 2400 triangles, which is already relatively small.
Also, hide the UV seams.
The method of making plants is very simple. Make a model in 3ds Max; put it into ZBrush to sculpt the high model; Use Substance Paint to bake the normals of the plant onto the patch; use Substance Painter as the material.
The next step is to place the plants in the scene. When placing them, we need to pay attention to the proportion and size of the plants and the scene, as well as the density between the plants.
I found some top views of real flowers on the Internet and used Photoshop to modify the original Base color. First import the modified Base Color map into Substance Alchemist to calculate the normal map. After modification, just replace the normal map, color map, and transparent channel map. The final result is very good.
After the plants are finished, we can start baking the normals. Before baking the normals, pay attention to the distinction between the smooth groups and organize the names.
The stone brick wall, which I was worried about before, looks good after finishing the normal map. And Substance Painter calculates the texture based on the baked channel, so we must ensure that the baked texture channel is correct.
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