How To Sculpt A Stylized Character In ZBrush

How To Sculpt A Stylized Character In ZBrush

In this post, Fox Renderfarm, the best render farm and cloud rendering services provider in the CG industry, will share with you a ZBrush tutorial about how to sculpt a stylized character. Yuelun Ma is a 3D character artist, specialized in making stylized characters. In this tutorial, he used the character Yaoyao in "League of Legends" as a reference and used ZBrush to create a cute female character. Some of his works are as follows.

League of Legends

References - How To Sculpt A Stylized Character In ZBrush

How To Sculpt A Stylized Character In ZBrush

References

First of all, I need to look for some reference materials before starting. I found some images on the Internet, including the front, side, etc. of the character, especially the part behind the character. If there is no reference, it would be harder to make the hair and the clothes behind.

References01 - How To Sculpt A Stylized Character In ZBrush

References02 - How To Sculpt A Stylized Character In ZBrush

Modeling

Modeling - How To Sculpt A Stylized Character In ZBrush

After deciding on the reference, I started modeling the character with ZBrush. First, I used a basic head model from Zbrush and modified it. Because of the different genders of the characters, the facial features and proportions are also different. In terms of the reference, the proportions of the face and forehead of the stylized characters are very different from the realistic style. Compared with the male characters, the facial contours of the female characters will be smaller. And the proportion of the eyes should be larger. In addition, there is another important feature of the character's head, that is, the pointed ears and the horns on the head, which can be adjusted for these obvious features when sculpting.

Modeling01 - How To Sculpt A Stylized Character In ZBrush

Modeling02 - How To Sculpt A Stylized Character In ZBrush

Grooming

We can make hairstyles with large waves according to the reference, and then make loose hairs based on the hairstyles. When making hair, first arrange the main part, and then adjust other positions and collocations on this basis. Pay attention to the direction of the hair fluttering, and don't flutter irregularly or appear disorderly. The point is to make the main body first, then add more details on this basis, and then exaggerate the arc to a certain extent or turn it into another arc that slightly changes from the original.

Grooming - How To Sculpt A Stylized Character In ZBrush

I want this hairstyle to have a very elegant feel, so after finishing the hair, I still need to do some trimming of the fine hair. Pay attention to the floating direction when swaying your hair, and don't let them look contradictory.

Texturing

The difficulty of texturing lies in stylized eyes, because they are dark on the top and bright on the bottom. There will be some shadow and highlight processing, and the shiny feeling in the reference picture must be presented.

Texturing - How To Sculpt A Stylized Character In ZBrush

Lighting and rendering

The lighting part is simple. In order to highlight the outer contours of the character, I used a darker background and placed a light from the side. The cheeks are specially filled with a spotlight to make the cheeks look very bright. Finally, I also added a light on the top of the head to make the horns and hair look more layered.

How To Sculpt A Stylized Character In ZBrush

Fox Renderfarm hopes it will be of some help to you. As you know, Fox Renderfarm is an excellent cloud rendering farm in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!

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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
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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.
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2020-12-22
How To Make An Ancient Warrior Using ZBrush And 3ds Max(1)
How To Make An Ancient Warrior Using ZBrush And 3ds Max(1)
Fox Renderfarm, the best cloud rendering services provider and render farm, will bring you a tutorial from 3d artist Mars on how to use ZBrush and 3ds Max to make an ancient warrior. Mars will use ZBrush and 3ds Max to make a character of a Japanese samurai and talk about some of the problems encountered in the production process. The whole production is divided into five parts: Introduction, 3D Modeling, UV, Texturing and Rendering.!How To Make An Ancient Warrior Using ZBrush And 3ds Max IntroductionThis Japanese samurai production case specifically used 3ds Max to make the initial model, ZBrush and 3ds Max combined to complete the high polygon sculpting and production, Marvelous Designer to make the cloth, Substance Painter complete the texture, and finally to use Substance Painter for rendering. ReferenceWhen creating a 3D artwork, whether it is realistic or stylized, preparing reference materials is one of the most important parts of the process. After seeing a samurai picture, I decided to make it into my own version and split some elements in the picture. You can see that the samurai in the concept map is mainly armour, and there are many weapons on his body. However, this armour's texture colour is relatively single, and the original painting only has the upper part of the display, so a lot of references must be found.!How To Make An Ancient Warrior Using ZBrush And 3ds MaxThe following is part of the reference pictures found when making samurai armour. Divide the model into different materials, find the corresponding reference, and create the corresponding folder to facilitate subsequent search and use.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -10 Character modelingFirst of all, according to the samurai drawing, I used a basic body model to modify, and may quickly adjust the character's body proportions, shape and movements.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -9After making the basic things, I started to build the equipment in 3ds Max. There are three points to note:1. The size and proportion of the model.2. Some structures need to be extruded to make changes in the shape, and the edges of the model should be chamfered so that the edges do not look particularly sharp.3. Group according to different parts, and the naming and grouping of these models are clearly organized to facilitate the subsequent production management.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -16After the basic proportions of the body are determined, you can make equipment for the character. Samurai equipment has sub-hard structure equipment, such as helmets, shoulder armours, weapons, etc., which can be built directly in 3ds Max. For other items like clothing, pants, etc. I plan to make them through Marvelous Designer. The pants and clothing calculated by Marvelous Designer will be more natural. You can adjust the details of the folds of the clothes through ZBrush later.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -14Finally, combine all the things in 3ds Max to place and adjust the model together. When making the model, you need to pay attention to restore the shape and outline silhouette in the reference picture as much as possible.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -11After the production of these basic models is completed, I first set up the models to facilitate subsequent production.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -4For some hard-surface models, such as breastplates, the previous models are made more refined through some plug-ins or adding wires. However, it should be noted that try not to destroy the original structure of these models, but only add modifications to them. For things like clothes, it is best to put them into ZBrush for sculpting.Here I use pants as an example. First, I export the fabric checked by Marvelous Designer to ZBrush for sculpting, adjust the details, and then split the UV of the model through GUV tiling, and make textures on the pants through the noise.!How To Make An Ancient Warrior Using ZBrush And 3ds Max -19The intensity can be increased appropriately in ZBrush because the damaged details will be weakened when the normals are baked. My approach is to create a new layer to draw, and at the same time, I need to open the transformation target and open the storage transformation target.In this way, the strength of the texture can be adjusted as a whole to facilitate the modification, and the unsatisfactory parts can be restored by restoring the brush later.I need to adjust the number of faces of the model to create a low-polygon model for matching and baking with the sculpted model, so a low-polygon model can be directly adjusted and produced in 3ds Max. It is important to note that some concavo-convex structures can be made by baking, so some structures in the model can be directly deleted, and all the lines that the structure are deleted, which is the largest reduction in the number of models. Part of the sculpted model needs to be made by surface reduction in ZBrush or topology with TopoGun. The production of low-polygon models requires the number of faces to be as few as possible, the position of the line is reasonable, and there should be no more than quadrilateral faces.In part 2 of this tutorial, we’ll be going over the rest of the details of the production process.
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2021-07-02
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