How To Make An Ancient Warrior Using ZBrush And 3ds Max(2)

How To Make An Ancient Warrior Using ZBrush And 3ds Max -17

In this tutorial, the best cloud render farm, Fox Renderfarm will pick up where we left off previously. If you would like to view the content of part 1, please click here.

UV

I use Rizomuv for UV splitting, which is more convenient and efficient than 3ds Max. I will group the models here, each group has a UV, split the UVs first, add checkerboard materials in 3ds Max and then adjust them, and finally make the UV checkerboards of the characters the same size.

How To Make An Ancient Warrior Using ZBrush And 3ds Max -20

Normal UV is required to be horizontal and vertical as far as possible, and the UV spacing should be kept as equal as possible to increase the space utilization as much as possible. At the same time, the smooth group should be separated where the UV is disconnected.

Normal Baking

For this model, I bake the normals in Toolbag3, 1. Import the low-polygon model and high-polygon model of the model. 2. Create New Baker. 3. Create a new baking group in New Baker, the number is the number of character UVs. 4. Put the high and low polygon model into different groups and adjust the size of the wrapper. 5. Adjust the storage location, size, type of rendering, and check Flip Y. 6. Carry out baking adjustments. If the model has black spots, it means there are interspersed. You can expand the wrapper or use it, or you can fine-tune it with a brush. Finally, render to view the effect, and further adjust according to the result.

How To Make An Ancient Warrior Using ZBrush And 3ds Max -18

Texturing

Let’s use breastplate to share the basic process of material: the production of basic background colour,

First, create a folder and use the UV fill in the geometry fill to select the range. Here we should pay attention to the problem of lines between different materials on the same object when the model is made and when the UV is split. When making the breastplate, there are lines between different materials, so that we can cut along the line when we split the UV, and it is convenient to select the range when making the texture.

Of course, you can also add a brush tool to draw after using the mask, select the range or make an ID map in 3ds Max, and select the colour in SP. Specific materials are selected according to different models and different materials.

How To Make An Ancient Warrior Using ZBrush And 3ds Max -5

The basic background colour is very important. Through the colour, roughness, and metallicity of the whole model, we also need to add filters, colour scales, etc. to the background colour according to the object's material to express the object's texture.

How To Make An Ancient Warrior Using ZBrush And 3ds Max -6

For the breastplate here, I refer to the texture of the breastplate in the picture below and make a relatively smooth grey metal armour, so the roughness is 0.3, but the surface of the armour is painted, so the metal degree is about 0.9, and a layer of particles is also given. Sense of filter, rich texture.

How To Make An Ancient Warrior Using ZBrush And 3ds Max -2

Colour drawing of the dark part of the breastplate

In the second layer, the colour of the dark part of the breastplate was drawn. Because the bright part is colder and the darker part is warmer, I chose the darker part colour of purple grey with blue and warmer here. Considering that the dark part is generally a little dusty, giving a little bit of height, the roughness is increased to about 0.7, and then the metal degree is about 0.8, but it is not full.

How To Make An Ancient Warrior Using ZBrush And 3ds Max -3

Highlight edge drawing

The model is drawn with highlight edges, a black mask is added, and the Metal Edge Wear generator is given to modify and adjust by drawing brushes to make the edges appear a little worn.

How To Make An Ancient Warrior Using ZBrush And 3ds Max -13

Detail portrayal

Next, I will describe some details. Through procedural textures, generators, etc., some surface details such as scratches, breakages, stains, dust, etc. can be added, which can be adjusted by hand by adding a brush. A layer of scratches and two layers of colour changes are added here to make the armour richer in texture.

How To Make An Ancient Warrior Using ZBrush And 3ds Max -2

How To Make An Ancient Warrior Using ZBrush And 3ds Max -8

Adjustment layer

Finally, add an adjustment layer, change the blended model to penetration, add the filter Color Correct to adjust the hue, contrast, saturation, brightness, etc. of the object. Increase the Sharpen to adjust the sharpening intensity of the model.

Character rendering production

The renderer that comes with Substance Painter is used here so that it can better show the material effect in Substance Painter. Enhance the contrast effect by adjusting the background exposure, shadow, focal length of 135mm, and turning on post-production effects to adjust the contrast and saturation of the model.

How To Make An Ancient Warrior Using ZBrush And 3ds Max -7

Final rendering:

How To Make An Ancient Warrior Using ZBrush And 3ds Max -17

Welcome to join us

render farm free trial

Recommended reading


How to Render High-quality Images in Blender

2020-03-09


How to Render Large Scenes with Redshift in Cinema 4D

2019-10-15


Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Is The Best 3D Renderer?

2019-04-15


Why V-Ray Render is Black in SketchUp And How To Fix it?

2019-05-07


How to Reduce Noise in Corona Renderer - Corona Denoising (2022 Updated)

2019-05-15


What is the difference between pre-rendering and real-time rendering?

2020-09-08


How the Redshift Proxy Renders the Subdivision

2018-12-28


Blender vs Maya vs Cinema 4D, Which One Is The Best 3D Software?

2020-01-16


Partners

Interested

How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max (2)
How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max (2)
How to create a stylized Cheongsam girl in ZBrush and 3ds Max? In this article, the best render farm and cloud rendering service provider, Fox Renderfarm will share with you the tutorial. For part one:How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max(1) High polygon model/face/hair/clothing wrinkles When you've carved to a certain extent, you're going to ZBrush to make a high-polygon model. First of all, I add a new hem to the model that needs to be added with subdivision carving. Most of the automatic hem of ZBrush can already meet our manufacturing requirements. If there is some dissatisfaction, it can also be matched with part of the edge ring hem of ZModeler.When carving wrinkles, I usually turn on the Lazy mouse function, which can make the carved lines more smooth, avoid intermittent lines, make the cloth look cleaner and more beautiful, and can also be matched with some Alpha brushes, so that the wrinkles are more detailed and richer.!How to Create a Stylized Cheongsam Girl in ZBrush and 3ds MaxWhen making hair, it is recommended to use simple geometry first, with the SnakeHook brush to quickly make the outline of the hair, for the subsequent hair production to provide a good basis. When using the SnakeHook brush, you can also turn on Sculptris Pro mode in conjunction with it, so that there is no obvious distortion in some places where there is a large change. !How to Create a Stylized Cheongsam Girl in ZBrush and 3ds MaxAfter adjusting the simple outline, you can use the hairbrush to brush the hair out in clusters. Before brushing the hair, make sure that curve mode is turned on, lock the starting point, and then it takes a lot of patience. Of course, the best way is to observe how the real person's hair twists so that the hair will naturally look good. Details need to pay attention to the scalp coverage and to avoid some places "bald" off. In this case, the hair production is not close to the tangent of the scalp, but first grows up, and then falls down. Paying attention to these details, the hair will naturally look good.Finally, we use the "Automatic grouping" in the "Polygon group" to get rich, well-rooted hair, and then use the Move Topological brush to pull out some of the hair and make small broken hair floating outside to make the hairstyle look more vivid and flexible. It should be noted here that the hair pulled out should still float away according to the direction of the overall hairstyle, do not let the separation distance or angle be too large, otherwise, it looks easy to fake or not natural enough.!How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max RenderingSo far I've only made models, not added materials. In this case, Keyshots are generally used for rendering, because the model without materials rendered by Keyshots will look more delicate and have a good light and shadow effect. Normally, I will first set a warm light main light source from 45° down from the upper left, and then match a cold light auxiliary light source from the back to the front from the right, so that the structure is more vivid.!How to Create a Stylized Cheongsam Girl in ZBrush and 3ds Max
More
2021-05-28
How to Build a Mechanical Warrior in Zbrush(3)
How to Build a Mechanical Warrior in Zbrush(3)
To continue with part 1 and part 2, Fox Renderfarm, the No.1 cloud rendering services provider and render farm, will still share with you the tutorial from the 3d artist Dong Chao of part 3 about how to build a mechanical warrior with Maya and ZBrush. LightingAdjust a simple POSE, and then add a scene used in the previous project to test the light rendering. A total of 5 lights were used in this project, 4 VRay Area light sources and one Dome light source. The Dome light source is mainly to add an HDR map inside. Normally, you can check Dome Spherical in the settings, and then add an HDR. Because the final effect is more to highlight the main body, so the intensity is reduced to 0.5.!How to Build a Mechanical Warrior in Zbrush -26The other light sources are all adjusted in size and intensity color. One is the overhead light source, the other is the main light on the side and the two backlights. The final lighting effect is as follows.!How to Build a Mechanical Warrior in Zbrush -13!How to Build a Mechanical Warrior in Zbrush -9The final renderer uses VRay, and all elements in the scene use VRaymtl material. VRaymtl is very easy to use, it only needs simple adjustment to get good results. Especially for the character body, I used a VRayblend material and FastSSS+Vraymtl. In addition to the SSS texture of the character itself, I also wanted to adjust the highlights more delicately, so I superimposed the highlight texture directly on the highlight color of vraymtl. In order to speed up, I used the completed Normal texture to convert it with the Ndo plug-in, and converted it into a concavity and Ao texture, Then I copied the concavity to highlight the concave effect of the skin, and superimposed the previous color texture and adjusted it again can. And the Scatter texture in the SSS material is not drawn, only the color texture is used to modify. The following are the settings of the head body part and the shader of the highlight map,!How to Build a Mechanical Warrior in Zbrush -29!How to Build a Mechanical Warrior in Zbrush -3 RenderingIn the final rendering, I improved the lighting quality and rendering quality, and replaced the body with a 3-level subdivision model in ZBrush, and then used a normal map. In the test, the normal details are displayed better and faster than using displacement maps.Finally, the rendering is divided into channels, and then adjusted using Photoshop. The resolution of the final image is 2.5K * 3K, and the rendering time is about one and a half hours. The following are the renderer settings, and the red box is the place that needs special attention.!How to Build a Mechanical Warrior in Zbrush -17!How to Build a Mechanical Warrior in Zbrush -18!How to Build a Mechanical Warrior in Zbrush -7!How to Build a Mechanical Warrior in Zbrush -32In the compositing stage, I added all the channel renderings to Photoshop for adjustment. I used the channels to refine the final effect, adjusted the depth of field blur, color adjustment, and superimposed a layer of dust and shadows.Final render:!How to Build a Mechanical Warrior in Zbrush -14
More
2020-12-24
How to Build a Mechanical Warrior in Zbrush(1)
How to Build a Mechanical Warrior in Zbrush(1)
This time, Fox Renderfarm, the best cloud rendering services provider and render farm, will share with you a ZBrush/Maya tutorial from the 3d artist Dong Chao, about how to build a Mechanical Warrior.Hi, this is Dong Chao. In this tutorial, I will show you the production process of making a mechanical warrior. The focus is on the combination of organic and inorganic matter in the model. Software used: Maya, ZBrush, Mari, UVLayout, Photoshop, and Ndo.The overall production time is about 3 weeks, of which the model production took 2 weeks, and the texture and rendering took a week. ReferencesThe collection of references is an important step. When creating this model, I collected the works on the Internet as references, mainly of various mechanical characters. In the design stage, I made a rough stitching diagram using these reference pictures, and then quickly carried out the detailed design of each part and character in ZBrush. Because there are many small parts, each part keeps as simple as possible. The coordination of completeness and proportions hopes that the roles will be integrated so that the post-production will be relatively quick and simple.!How to Build a Mechanical Warrior in Zbrush -19 ZBrushNow you can start to create the model, I made it in ZBrush. Because there is no specific reference picture, I had to use ZBrush's DynaMesh to start production from Zsphere. Starting with a simple shape, I made a basic body of a monster, and then slowly added details after determining the proportions. The next step was to copy the body to make the outer armor. The following were the brushes that I use frequently. Some of the brushes have been simply modified and then saved as default for use next time.!How to Build a Mechanical Warrior in Zbrush -6The early sculpting process is relatively simple, especially ZBrush is a very easy-to-use software for me.In this step, I carried out some overall carvings on the pre-planned content and element structure, and then cut the model into different subtools, hiding some invisible places, so as to facilitate further conversion into ordinary multi-deformation for fine-tuning. As shown in the figure below, different colors represent one subtool.!How to Build a Mechanical Warrior in Zbrush -2The body model is subdivided, and then the body part is directly carved into the final effect. And the mechanical part can be made according to your requirements. I didn't waste too much time in this step, because in the end, I have to use the hard-edge function to perform the topological conversion. The following is the final ZBrush design drawing.!How to Build a Mechanical Warrior in Zbrush -31!How to Build a Mechanical Warrior in Zbrush -24 The final model in Zbrush and MayaThere are many ways to make mechanical armor because I have already made a shape in ZBrush, so I chose the appropriate method and used ZBrush for topology. And I modeled the small parts in Maya so that it can be copied and aligned conveniently, and most of the armor on the monster body will be hard-edged after topology in ZBrush.Firstly, add a ZSphere to Subtool, and then hide other objects, select ZSphere for topology. Do not use too many turning faces, just use the model to outline the shape, especially where hard edges are required. Precise the line, and then set the appropriate preview thickness. Remember to subdivide the preview to 1, and then you can get an object with a thickness similar to armor during the preview. Create the cut surface that needs hard edges, gives a polish smooth bottom edge at a relatively high subdivision level, and that's it. Finally, you can get some desired details through some methods such as Alpha, eage loop, or extrusion.!How to Build a Mechanical Warrior in Zbrush -15!How to Build a Mechanical Warrior in Zbrush -5!How to Build a Mechanical Warrior in Zbrush -21!How to Build a Mechanical Warrior in Zbrush -4Before making the details, I usually put these mechanical models into the Keyshot for metal texture adjustment and simple GI rendering tests to see if there are any problems with the model. The most important thing at this stage is not the details, but the turning point. The combination of some objects that are troublesome to make with hard edges in ZBrush can also be put into Maya for refinement. Of course, you can also operate according to your own habits.!How to Build a Mechanical Warrior in Zbrush -25!How to Build a Mechanical Warrior in Zbrush -20Final effects of the details,!How to Build a Mechanical Warrior in Zbrush -16Stay tuned for part 2 and part 3.
More
2020-12-22
  • Foxrenderfarm

    Powerful Render Farm Service

  • TPN

    Business Consulting

    Global Agent Contact:Gordon Shaw

    Email: gordon@foxrenderfarm.com

    Marketing Contact: Rachel Chen

    Email: rachel@foxrenderfarm.com

    Connect with Us

Fackbook Customer Reviews