3ds Max Tutorials: Create God Of War Stylized 3D Characters(2)

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

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.

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

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.

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

Finally, all the parts completed by Retopology are merged, so that the Retopology work is completed.

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

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.

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

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.

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

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.

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

The diffuse map is relatively simple to create, you can directly fill the base color on the basis of AO.

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

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.

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

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.

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

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.

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

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.

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

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

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.

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

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

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3ds Max Modeling Tutorial: Hard Surface Modeling (3)
3ds Max Modeling Tutorial: Hard Surface Modeling (3)
For example, if we want to make such a more complicated robot model, what should we do? StructureBuild 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 ModelingIn 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. DetailsRefine 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 ModelingFor 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 ModelingContinue 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 ModelingTips: 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 ModelingNow the model is basically completed.!3D Tutorials Hard Surface ModelingFox Renderfarm hopes it will be of some help to you. As you know, Fox Renderfarm is an excellent cloud render farm in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!
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2020-10-10
3ds Max Modeling Tutorial: Hard Surface Modeling (2)
3ds Max Modeling Tutorial: Hard Surface Modeling (2)
According to the principle mentioned above, the closer the line is, the harder the structure.!3D Tutorials Hard Surface Modeling Diamond structureThe diamond structure is a very important and practical technique in modeling.!3D Tutorials Hard Surface ModelingThe shield model and the top six lines finally converge on the bottom corner. Because the upper part of the shield is a relatively wide structure, we need more faces to form its structure. But the bottom corner is a very small structure, and we don't need so many faces. This wiring will make the bottom surface look very crowded, wasting a lot of surfaces, and it is also very inconvenient for subsequent modifications. So, how should we optimize the lines here? This requires the so-called diamond structure.!3D Tutorials Hard Surface ModelingAfter the modification, the upper part of the model still has six faces, but at the bottom corners, there is only one face. Such lines are evenly distributed on the model. By using the diamond structure many times, the number of faces can be gradually reduced, and the wiring of the model can be more optimized.At the same time, the diamond structure can not only play the role of lowering the surface, but also can play the role of raising the surface. If we look at the wiring in reverse, it actually starts from the bottom side and gradually increases the number of sides to the top six sides. We must flexibly use the positive and negative effects of the diamond structure according to the different situations of the model. SemicircleSometimes the model may need to have some very regular structures. For example, this model has a semicircular structure on top and bottom. The best choice is to use some basic shapes to make it. The cylindrical shape is probably used the most.!3D Tutorials Hard Surface ModelingFirst create a cylinder and adjust the size of the lower cylinder. The parameters here are set as integers as much as possible to facilitate the matching of the size of the lower cylinder. At the same time, it needs to reduce the number of segments of the cylinder, so there is no need for so many segments, leaving 12 segments.!3D Tutorials Hard Surface ModelingDelete the unused half of the surface and extrude the structure below; create a new cylinder, reuse the shape again, adjust the parameters of the bottom cylinder, and pay attention to matching the size of the structure above.!3D Tutorials Hard Surface ModelingThen we can select all the lines at the break and use the stitching tool to connect the two structures. The last is some follow-up work, cleaning up the number of faces and so on.!3D Tutorials Hard Surface ModelingNow follow the best CPU&GPU render farm to the next part: 3ds Max Modeling Tutorial: Hard Surface Modeling (3)").
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2020-10-09
3ds Max Modeling Tutorial: Hard Surface Modeling (1)
3ds Max Modeling Tutorial: Hard Surface Modeling (1)
The fast and affordable cloud rendering services provider, Fox Renderfarm still share with you 3ds Max modeling tutorials. In this project, we will learn to use 3ds Max's hard surface modeling technology to practice making a robot head. In this process, we will also explain some points that need to be paid attention to in the production. NURBSWhen using NURBS to make a model, the position of the point and the distance between the points determine the curvature of the NURBS. The closer one point to another, the harder the structure.!3D Tutorials Hard Surface ModelingThis is a figure drawn by NURBS. The mode of the spline is B-spline. Five key points constitute this figure.!3D Tutorials Hard Surface ModelingNext, start drawing with polygons and place the five points of the polygon at the same positions as the five vertices of the B-spline, and finally add subdivisions.At this time, it can be found that the curvature of the graphics obtained by using polygons and subdivision surfaces is almost the same as that of the graphics drawn by using splines. Therefore, the principle of modeling using subdivision surfaces is similar to that of drawing splines. Editing the point, line and surface of a polygon is actually the same as using a pen to draw lines in PhotoShop. The steps are to draw the key points on the structure first, and finally get a smooth surface through these points.The above graphics are very smooth, so what should we do if we want the structure of the model to look harder?In fact, the method of making splines in B-spline mode is the same. Just add one or two points close to it next to the hard point, and the structure will become hard.!3D Tutorials Hard Surface ModelingThe figure below is a combination of polygons and subdivision surfaces. Similarly, as long as you add two very close points on the edge of the hard point, the result is the same.Therefore, when modeling with subdivision surfaces, the closer the points are, the harder the structure. Four-sided PrincipleAn important principle of polygon modeling is to try to ensure that all faces are four-sided faces, and avoid triangular faces and faces with more than four sides.!3D Tutorials Hard Surface ModelingThe reason is simple. When adding subdivision surfaces to the model, if there are triangles and more than four sides on the model, the result may be very bad.!3D Tutorials Hard Surface Modeling-16 PointsIn a polygon mesh, if a point is connected to more than four edges, it is easy to make the surface of the model not smooth, so there should be as few such points in the modeling process. If this point cannot be avoided, it can be placed in an unimportant place or on a flat surface.!3D Tutorials Hard Surface ModelingAs shown in the figure, this point is just on the middle crease line, resulting in an ugly pothole in the middle of the model. But if moved to the plane, there is no problem.!3D Tutorials Hard Surface ModelingNow please follow the best CPU&GPU render farm to our next part: 3ds Max Modeling Tutorial: Hard Surface Modeling (2)").
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2020-09-30
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