Create A Stylized Female Warrior Using 3ds Max And ZBrush
Fox Renderfarm, as your TPN-Accredited 3ds Max render farm, brings you this sharing from 3d artist Sqyxart about using 3ds Max and ZBrush to create a stylized female warrior. With the development of the game, the character art of the game style has always been a very popular type. Then the game's requirements for character models are getting higher and higher, also more and more difficult. So what kind of knowledge and skills should I learn to model the character of a game?
In this article, we demonstrated the production process of the entire game model with examples, and discussed each step of character production, share some problems encountered in the production process, the total production time of the entire project is 34 days.
The character reference comes from a pair of conceptual design drawings, but it is a very difficult process to completely convert the design drawings into 3D characters.
Create a low polygon according to the design drawing in 3ds Max. This process only needs to build a rough shape and structure to observe the proportion of the body.
After confirming the structure of the body, some large accessories such as clothing and armor can be made.
After the overall model is confirmed, more structure can be added to the body and armor and other accessories. Because we need to sculpt afterward, this part only needs to add structure without adding too much detail.
Import the adjusted model into ZBrush for sculpting. This step of engraving takes the most time, and it is also the part that requires the most patience. For the final quality, repeated modifications are inevitable.
The number of faces of the sculpted characters is very high, and the model of this number of faces cannot be directly imported into the game engine, so it is necessary to topology a low-polygon model on the carved high-face polygon Import game engine to use.
There are two methods for topology. You can use a special topology software such as TopoGun, or you can use the automatic topology function that comes with Maya or ZBrush. Although the method of use is different, the final results are the same.
Topologically low polygons need to be split into UVs before making textures, so that they can be used to bake normals, make material textures, etc. For UV expansion, you can use the 3ds Max plug-in, or use some special UV expansion software.
The baking process is to map the details of the high polygon to the low polygon, such as normal map (with bump information), color map, metal map, roughness, and other maps. Baking is generated and exported in Substance Painter or Toolbag to get textures with high polygon details,
In Substance Painter, paste the baked texture on the low polygon, make materials, adjust the parameters of various materials, add some dirt, wear, scratches and other details to the texture, showing a more realistic effect. The final effect is shown below,
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