How to Build a Mechanical Warrior in Zbrush(2)
To continue with part 1, Fox Renderfarm, the No.1 online render farm, will still share with you the tutorial from the 3d artist Dong Chao of part 2 and part 3 about how to build a mechanical warrior with Maya and ZBrush.
Now use the QRemesher function or the face reduction plug-in to reconstruct the topology of all required models. I imported all the biological models into UVlayout to make UV. I used 3 parts of the body, one for the head and body, one for the arm and foot, one for the tail, and the UV for the mechanical body. ZBrush's UVmaster automatically created it, saving a lot of time and the effect was quite good. Finally, it was divided into different UVs in Maya, and the armor used about 5 UVs.
All the details of the character itself are sculpted in ZBrush. You can directly draw textures in ZBrush, and then use different brushes to make various color changes. There is no superimposition or mapping of other textures. This method is produced. The textures are not too messy and the speed is faster. The armor part is only distinguished by some colors in ZBrush.
The production of the body has been completed, you can export the texture directly, and then import the model of the mechanical armor into Mari together, use a few textures to simply draw some damaged edge effects and some patterns, and finally superimpose a layer of color changes. The texture does not need to be particularly shabby, and in order to save production time, I only made half of the texture, and the other half was changed slightly to break the balance.
Finally, I baked the texture of the whole body in ZBrush. I baked the normal map and displacement map, which are needed in the quick test rendering that needs to be carried out. The next step is replacing the displacement map according to the test results. Hence the displacement and normals here are baked from small details.
Stay tuned for the part 3.
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