How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max(1)
How to create a stylized Cheongsam girl in ZBrush and 3ds Max? In this article, the best cloud rendering service provider, Fox Renderfarm will share with you the tutorial.
Hi, everybody, I'm Wai, a character artist. I like character production very much and constantly improve my production standards. Today I'm going to show you the process of using ZBrush and 3ds MAX to create a Stylized Cheongsam Girl. This process includes looking for references, modelling, etc...
I've always been fascinated by character making, so I'm constantly looking for the right concepts to practice. After watching a lot of work, I chose one of them and set the whole production time at four weeks. Then I followed the concept to look for more references, which helped me save time on repeated revisions.
The stylized character of this production is Cheongsam girl, who is a beautiful Oriental female character with slender limbs, smooth outline curve. Then I collected references of the character and found a similar style of character model to modify.
2. Face making
The beautiful character pays attention to smoothness, the face should pay attention to flat, clean, and should pay attention to multi-angle observation at any time.
3. Accessories production
Accessories should be made in line with the concept and its structure. There should be some big things to attract people's attention, and some small things to play a decorative role.
The lines of clothing wrinkles should be smooth and natural. It’s vital to pay attention to gradual change, depth, layers and give consideration to the rationality between the textures to avoid having a separate wrinkle texture, which will look very strange.
This stylized character itself has a sense of the East, the concept map is a more slender feeling, but I hope she can be more weak, so in the early and middle of the production to look for a large number of these two styles of reference map, for improving the production efficiency.
A suitable base model is the basis of the sculpture model, which can greatly improve work efficiency. The following figure shows the base model I chose, which is suitable for modifying to any other style.
Because the facial lines of this model are more in line with my production requirements, so in the stage of adjusting the body proportion, I choose not to modify the facial structure first. When adjusting the body shape, I should pay attention to blurring the mask edge, so that the transition part will not be too abrupt, and maintain the smoothness of the lines. And in making clothes, I used four methods:
- The collar part with a close-fitting and small area is made with TopoGun 3, so as to ensure that the lines of the clothes meet my requirements and conform to the curve of the character's body model. Some parts that need to leave the body are led into ZBrush for fine adjustment.
- For the close-fitting and large-area silk stockings, I used the ZBrush extraction mask and the extraction surface function to create the silk stockings, which can keep the shape completely fit with the legs.
- The rest of the clothes are made using Marvelous Designer. After obtaining a desired shape and fold, the two-dimensional model (UV) and the three-dimensional model of the cloth are respectively painted. The two-dimensional model is imported into ZBrush to obtain a square wiring cloth sheet with Zremesher, and then a three-dimensional clothing model with square wiring and good appearance is obtained with Maya's transfer function, which lays a good foundation for importing hair to carve.
- The clothes made this time are Cheongsam. It is made of silk and has a very light and thin texture. However, in order to add texture to the clothes, I still have to make a layer of edging for the clothes. Because the edging line needs to fit the outline of the garment as perfectly as possible, I chose the line to use the function of extracting lines in 3ds Max, and then use the spline base polygon to get an ideal edging line.
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