3ds Max Tutorials: Create God Of War Stylized 3D Characters(1)
This is the production process of Kratos, the protagonist of God Of War, using 3ds Max and ZBrush to produce style 3D characters. This process includes the production process from reference, carving, and texture. The software used this time includes 3ds Max, ZBrush, Photoshop, etc. This 3ds Max tutorial is organized by the CG industry's leading cloud render farm, Fox Renderfarm, and I hope you can learn something useful from it.
First, collect reference pictures related to God Of War from the Internet. This link is very important. It is necessary to collect as many references as possible to obtain various angles of the character, facial expressions, deplaning structure, texture, lighting, etc. information.
Blocking the main forms
First, refer to the data in the picture in 3ds Max to create a blocking human model in the form of "A", and then import it into ZBrush to adjust the overall scale and sculpt. For the engraving work later, it is necessary to keep the number of faces reasonable when making in 3ds Max.
After importing the model into ZBrush, you can start sculpting the head model. This process is very challenging and the most difficult part. After sculpting the basic large-scale and muscular structure parts, the next step is to sculpt more detailed parts, such as scars, wrinkles, etc. The body parts must follow the principle of deplaning. Some basic brushes are used for head carving. Of course, you can also use the brushes you are accustomed to, as long as you can use them skillfully.
The wrinkles use a homemade Alpha brush, which is very easy to use. The method of making a self-made brush is also very simple, using black and white pictures, black is transparent and can be stored in PSD format.
The following picture shows the effect of each brush used on the model. Each brush and Alpha brush will have different effects when used together. It is recommended to try to use different brushes and Alpha in combination, there may be unexpected Surprises.
This project is in a hurry, so the details in some places are not very good. If time is free, there are still many places that can be modified better. The process of making is also a process of learning. Only by constantly applying what you have learned to the projects you can make better use of it.
The parts on the body are made in 3ds Max, and then imported into ZBrush for sculpting, especially the chain part is also placed in 3ds Max first, and then sculpted.
The following is the subdivision and sculpting of Krato’s shoulder pads. Almost all the details are sculpted in ZBrush. Draw the mask first, then make the shape and sculpt the details.
The other parts of the equipment use the same production method. Carving is a tedious and time-consuming process. Every link must be careful and pay attention to details. It needs to be revised and iterated many times.
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