How to Make a Viking Warrior in Maya and ZBrush(2)

How to Make a Viking Warrior in Maya and ZBrush

Fox Renderfarm, the best CPU and GPU render farm, will still bring you the tutorial about how to make a Viking Warrior in Maya and ZBrush from 3D Character Artist Yuyong Jie.

Production of low-polygon models

After the high-poly model was completed, I made a topology on it. The character's face and limbs are reduced to the low-polygon model obtained by subdividing the original model, and then enter TopoGun3 for appropriate modification and matching. If the requirements are not very high, we can also directly use the plug-in to delete the model to get the final model. If some places are very different, we may need to re-topology. The topology needs to pay attention to the position of the line, the joints need to be more, and the invisible faces are deleted. If you encounter large undulating folds, we need to increase the line appropriately.

How to Make a Viking Warrior in Maya and ZBrush

Baking and material making

After all the objects are topological, I split the low polygon model again by UV, and consider how many textures to make according to the expected requirements. PS: The structure that can be straightened by UV should be straightened as much as possible so that the UV space utilization rate will be higher when placed. After setting up the UV, the model can be baked. I usually use MAYA for baking, but this time I want to try Marmoset Toolbag3. It is said that his operation is also very convenient. Next, import the low poly model into Substance Painter for material production. By the way, pour the previously baked textures into Substance Painter, and then bake the remaining unbaked textures to complete the texture creation.

How to Make a Viking Warrior in Maya and ZBrush

First, the skin texture is performed. Here I use the Specular Glossiness workflow for texture production. I paste the previous XYZ colour map on the colour channel and then create a new filling layer to adjust the facial colour and makeup according to the original painting. After the makeup is determined, the gloss of the picture will be engraved. The gloss of different parts will be different. For example, the T area of the face will have more oil, which will be more shiny, and the gloss around the eyes and lips will not be the same. To the same, adjust according to the specific situation.

How to Make a Viking Warrior in Maya and ZBrush

After finishing the face material, make the character's hair. Here I first use Maya’s XGEN to make the hair texture, and then paste the texture on the patch, and then combine the patches into different densities. The hair group is then placed on the head one by one, and the shape is adjusted through the lattice or bending life, soft selection, etc. There is no technical content in the hair placement, mainly because of the styling and patience of the hair, and it also takes a lot of time to adjust.

How to Make a Viking Warrior in Maya and ZBrush

After finishing the face and other skin parts, the next step is to make the materials for the remaining equipment. Here I use the workflow of Metallic Roughness to make. First, distinguish the colours and textures for different materials, and then make them separately For meticulous adjustments, a generator that calculates dark and bright colours is combined with some grayscale textures to portray the surface texture of the object.

For example, the colour and roughness of the dirty and worn surface will change. After the surface of the object is dirty, the metallicity and roughness will become different. Pay attention to the original painting. We can also learn from the reference picture to bring more inspiration to ourselves. When the object is used, make it old accordingly.

How to Make a Viking Warrior in Maya and ZBrush

Lighting and rendering

After finishing the materials of all the objects, export the textures and perform lighting and rendering on the model. I used Marmoset Toolbag 3 for rendering. First, I imported all the low polygon models into Marmoset Toolbag 3, and then mapped the corresponding models. According to the situation, I can adjust the properties of the shader to make the material effect better. For example, I used the 3S effect on the skin here to make the skin look more transparent. Before lighting, we choose the ambient light we want and then turn on the light. The atmosphere created by the light can be based on the effect we want. To do this, we can refer to the lighting in some movie screens.

I tried the main light, and added a slightly darker light on the other side as auxiliary light, and added a contour light on the back so that a simple three-point light source was formed. Next, I can adjust the shadow of the light. The edges are soft and excessive, and then adjust some of the camera's effect attributes to make the picture softer or sharper. After everything is set, the output is rendered, and the work is complete!

How to Make a Viking Warrior in Maya and ZBrush

If we want to pose the character, we can use Maya to bind the bones first, then import the model into ZBrush, just separate the adjacent objects separately, import them into ZBrush to group them, and then select the corresponding group or object to adjust it.

How to Make a Viking Warrior in Maya and ZBrush

How to Make a Viking Warrior in Maya and ZBrush

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Add Particle Flow to it: PF Source-> Event 002 (as the source of the flame). Please follow the setting parameters of the fluorescent sign in the screen. Setting the Velocity value to 4.0 will make the flame have a spray effect, which can be weakened a little according to your needs.!Create-flame-effects-with-Phoenix-FD-in-3ds-Max 10 Parameters of fluid dynamicsCreate PhoenixFD simulation grid-PHXSimulatorGo to Create Panel> Geometry and click the drop-down menu. Select PhoenixFD.Press the PHXSimulator button to drag the simulation out of the scene. This PHXSimulator grid must cover your flames. PhoenixFD's preset will take all objects and PHXSource into consideration, so you don't need to manually add objects to participate in simulation like FumeFX. !Create-flame-effects-with-Phoenix-FD-in-3ds-Max 11The important parameters are marked with a highlighter: The Cooling function is equivalent to the Burn Rate of FumeFX. It is necessary to increase this parameter slightly, otherwise, it is easy to heat up to overheat. Regarding energy conservation, you can use "Symmetric" or "Smooth". For Material Transfer, I use the "Multi-Pass" method, which can produce more details. The default Gravity makes it easy to pull the flame too long, so I lowered the gravity to 0.5. Enable burning can make the overall simulation more realistic. !Create-flame-effects-with-Phoenix-FD-in-3ds-Max 12Preset preview effect | Adjusted preview effect | Final rendering effectThe preset preview parameters are not accurate enough (left picture) and the final calculation result (right picture) is very different! inIn PHXSimulaor / Preview you can adjust "As Fire" from 1000.0 to 1400.0 to make the preview closer. The final flame effect (middle).Colors and rendering !Create-flame-effects-with-Phoenix-FD-in-3ds-Max 13The results of the "Colors and Transparency" preset by PhoenixFD are rough and unrealistic (above). I find it very unintuitive to adjust the colors and curves, and it is difficult to call up the desired effect (compared to FumeFX). Fortunately, PhoenixFD provides a method to load the settings of other scenes. You can open the sample file "burning plane.max" attached to the software after installation and save its "Rendering Settings" as a * .apr file, and then save it in the current The scene is loaded directly with good color and curve settings. !Create-flame-effects-with-Phoenix-FD-in-3ds-Max 14 !Create-flame-effects-with-Phoenix-FD-in-3ds-Max 15 !Create-flame-effects-with-Phoenix-FD-in-3ds-Max 16After loading the appropriate * .apr file, you can directly use the gradient and curve as shown above, which is suitable for flame calculation.!Create-flame-effects-with-Phoenix-FD-in-3ds-Max 17In order to speed up the calculation, you can increase the Step (%) parameter to 15 to achieve a good balance between speed and quality.Exposure control!Create-flame-effects-with-Phoenix-FD-in-3ds-Max 19PhoenixFD's preset rendering effects are prone to overexposure (possibly due to the relationship between physical precision attributes). This will cause details to be lost. You can apply Environment and Effects / Add Logarithmic exposure control to solve the problem of overexposure. Press the Render Preview button and adjust the Contrast and Brightness values until you are satisfied. You can also use the Color Correction function to correct the color temperature problem.Final effect !Create-flame-effects-with-Phoenix-FD-in-3ds-Max 18The above is the final animation effect of this tutorial brought to you by Fox Renderfarm. We hope you enjoy this teaching, so start to make your flame special effects with Phoenix FD! But if you need a good render farm, you can try Fox Renderfarm which offers a free $25 trial!
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2019-12-02
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