3ds Max Tutorials: Create God Of War Stylized 3D Characters(1)

3ds Max Tutorials Create God Of War Stylized 3D Characters

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.

References

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.

3ds Max Tutorials Create God Of War Stylized 3D Characters

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.

3ds Max Tutorials Create God Of War Stylized 3D Characters

ZBrush

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.

3ds-Max-Tutorials-Create-God-Of-War-Stylized-3D-Characters

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.

3ds Max Tutorials Create God Of War Stylized 3D Characters

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.

3ds-Max-Tutorials-Create-God-Of-War-Stylized-3D-Characters

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.

3ds Max Tutorials Create God Of War Stylized 3D Characters

Accessories

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.

Equipment carving

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.

3ds-Max-Tutorials-Create-God-Of-War-Stylized-3D-Characters

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.

3ds Max Tutorials Create God Of War Stylized 3D Characters

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3ds Max Tutorials: Create God Of War Stylized 3D Characters(2)
3ds Max Tutorials: Create God Of War Stylized 3D Characters(2)
Retopology After High-poly is completed, use 3ds Max to carry out Retopology on the model. Of course, you can also use other software or plug-ins to complete. Pay attention to the reasonable distribution of Poly when making. Before Retopology, you can process the number of model faces in ZBrush. The subsequent work will be simpler. Equipment handling This part is processed in the same way as the characters, and it is also necessary to pay attention to the distribution of lines. Finally, all the parts completed by Retopology are merged, so that the Retopology work is completed. Create the UVs The UV of the completed model is made in Unfold3D. Unfold3D split UV work is easy to use. However, it should be noted that when the Unfold3D software enters the OBJ model, if the number of model faces is too large, there may be errors, and the model needs to be processed before it can be imported again. Another thing to note is that it is best not to import the entire model into splits, because if something goes wrong, the previous work will be wasted. It is a part of the import. After unfolding, it is combined and placed in 3ds Max. Textur bake Next comes the baking map part. After finishing the UV in 3ds Max, export the model and High-poly in ZBrush to xNormal to bake the Normal and AO maps. After baking two pictures, the next step is to draw the basic color Diffuse map. Before drawing, you need to bake a pure color map to facilitate the selection of the area. This map is not only simple to make but also improves work efficiency. The diffuse map is relatively simple to create, you can directly fill the base color on the basis of AO. When making textures, you need to add some special things according to the characteristics of the character. For example, the character Kratos needs to fight constantly, so he will have a lot of blood and scars on his body, so he needs to draw some dirty, worn, blood on the texture. And some traces of damage to the equipment. The tattoos on Kratos are drawn in Mudbox. Except that the tattoos are normally drawn after Diffuse MAP, the seam problem can be dealt with in Mudbox. Next is the drawing of Roughness Map, which was influenced by other artists during the drawing, and I learned a lot of methods and techniques for processing the map from them. The method is to first retain all the layers of Diffuse and then modify it, and use a plug-in of Photoshop xNormal to process the Normal Map, convert it into a map with worn metal edges, and then select the blending mode for color reduction. Weapon making The following is the production of the knife in Kratos, the process and the production of the stickers are consistent with the production of the equipment on the body. Before rendering the output, a character needs to be placed in a suitable pose, because the character does not make bone settings, just use the tools in 3ds Max to make some adjustments. The lighting mainly uses a few spotlights and floodlights for placement, followed by rendering and compositing in Photoshop.
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