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Insights and Sharing on Creating the Next-Gen Scene 'Sacred Relic Box’

Insights and Sharing on Creating the Next-Gen Scene 'Sacred Relic Box’ cover

In this article, the leading cloud rendering service provider and render farm, Fox Renderfarm will introduce you to the imitation work of a personal prototype designer, old Xia, “Sacred Relic Box” production process.

This is the author's first attempt at creating a PBR workflow. Next, let me introduce the creative process, the challenges encountered during the creation of this scene, and reflections on transitioning between the figurine industry and the gaming industry before diving into the complete PBR workflow.

Final Render Showcase: 

Insights and Sharing on Creating the Next-Gen Scene 'Sacred Relic Box’ 1

Analysis of the Original Work and Creation of a Rough Model

This case study is an imitation of the work "The Reliquary" by the esteemed model artist, Luciano Di Fede.

Luciano Di Fede

This case study showcases the classic art style of the "Diablo". In addition to studying the original work in detail, we also drew inspiration from other works in the series.

The scene in this case study is not particularly large. To streamline the process, we skipped the low-poly modeling process in 3ds Max or Maya and directly built the overall structure in ZBrush, with a focus on sculpting the character on the coffin lid.

Creation of Mid-Poly Model

Due to the involvement of characters in the scene, the high-poly sculpting process was used for most elements, except for some small props. The models were later retopologized.

For the small props such as ceramic jars and chalices, a mid-poly version was created in Maya, and then further detailing and sculpting were done to add weathering and damaged effects.

Creation of High-Poly Model

Based on the author's experience in the figurine industry, the sculpting of the character on the coffin lid went smoothly. The challenge lied in blending the character with the stone slab. The original concept was to carve the character out of the stone, which involves subtraction. However, in the actual production, the character was separately sculpted and then merged onto the stone slab, which is an additive process. These two aspects contradict each other.

Achieving a natural effect of "carving out of the stone" requires maintaining a smooth transition between the character and the stone slab while keeping the sharpness of the stone carving. This required careful consideration and constant refinement during the process.

Creation of High-Poly Model 1

Creation of High-Poly Model 2

Creation of High-Poly Model 3

Creation of High-Poly Model 4

Apart from the stone coffin, the skull-shaped bronze cup, the coins, and the vines were all directly sculpted in ZBrush and later retopologized.

In the case of the vines, the ZBrush Curve Deformer was used instead of the splines in Maya or 3ds Max. Personally, I find that the former is more suitable for creating path layouts for cylindrical shapes in complex scenes.

Creation of High-Poly Model 5

Creation of Low-Poly UV

In the case of simple box-shaped stone blocks, the workflow involved using the decimation master in Max to remove faces, followed by organizing the topology through edge loops. For mid-poly objects like the jars and chalices, they were manually reduced using the cut face tool. For more complex models, Topogun was used for retopology.

In the figurine modeling industry, since we need to support high precision 3D printing with a tolerance of 0.02mm, we only require high-poly models, and there is no upper limit on the number of faces, as it depends on the capabilities of the machine. However, in the game industry, excessive face counts would result in resource consumption. Previously, we focused on meticulously sculpting high-poly details, but now, we focus on reducing edges and extracting faces. It's a strange but painful feeling to see all the painstakingly sculpted details eventually turn into normal maps.

Creation of Low-Poly UV 1

Creation of Low-Poly UV 2

Creation of Low-Poly UV 3

Texturing Process

Substance Painter is indeed a fascinating and enjoyable tool for creating materials, and it's definitely worth sharing with others.

Before getting into game model production, as a solo prototype artist, I also took on the role of a texture artist. This allowed me to handle the entire process of creating models and applying textures, ensuring a cohesive and efficient workflow.

Indeed, there is a significant difference between physically painting a model in real life and creating materials in Substance Painter. However, during the learning process, you might have noticed unexpected similarities between the two. The intersection of these two fields can be quite surprising.

In the world of computer graphics, ambient occlusion (AO) corresponds to shadow painting in the realm of model painting. Although one is done in real-world applications and the other is simulated in software, their purpose and effects are the same: enhancing the sense of depth and realism, as well as improving the contrast and artistic quality of the image.

Both ambient occlusion and shadow painting serve to create visual depth and enhance the overall aesthetic and realism of the image, regardless of whether it is achieved through paintbrushes in the physical world or through software tools like Substance Painter.

Texturing Process 1

Texturing Process 2

Substance Painter's structure lines can be compared to the dry brushing technique used in real-world painting. Both techniques add texture and depth to the artwork.

The uneven distribution of roughness in texture maps helps to enhance the richness of the image, resembling the effect of matte and glossy finishes in real-life painting. Different layers in Substance Painter, when combined, create a sense of volume and highlight colors, similar to how different shades of primer and topcoat can be layered in physical painting.

Highlighting the dark and light areas in Substance Painter corresponds to the application of highlights and shadows in real-life spray painting techniques.

While one uses RGB and the other CMYK, there are indeed many similarities between these two fields, despite their different terminologies.

Render

Once the tedious file organization tasks are completed, the next step is to render the model in Marmoset Toolbag.

Render 1

Render 2

Render 3

Render 4

Having studied photography theory, I find the lighting setup in this case to be relatively straightforward. Unfortunately, due to space limitations, I can't go into detail about the interesting parallels between rendering and photography. However, the original artwork's lighting environment is not complex, and my focus is primarily on faithful reproduction. A soft key light, four fill lights, and some contrasting warm and cool candlelight are sufficient.

The above is a sharing of the production process for the "Sacred Relic Box" 3D scene. If you encounter any issues during the rendering process, consider trying the cloud rendering service provided by Fox Renderfarm, which can assist you in rendering your work safely and quickly.

Source: Thepoly

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How to Create the Entrance of 'For Honor'
How to Create the Entrance of 'For Honor'
The leading cloud rendering service provider and render farm in the CG industry, Fox Renderfarm, will show you in this post a scene inside "For Honor," the Entrance, created by a student who is learning 3D modeling. The creator completed this work over a period of four weeks by solving problems and challenges with the help of his/her teacher and his/her own efforts. 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Through analyzing the concept art, it was determined that the stone walls and roof tiles employ a repeating texture pattern, which was subsequently applied throughout the scene.The scene props included stone lion statues, lanterns, ropes of hanging tassels, and more. Among them, the stone statues, steps, and several wooden elements were sculpted using ZBrush.The process of creating the mid-poly model involved continuously refining and adding more intricate details based on the rough model. It was important to analyze which models require sculpting and retopology during the initial stages of production, and which models could be reduced in detail to serve as the low-poly model. Conducting this analysis early on significantly improved efficiency in the production process.Mid-poly modelMaking High-poly ModelsThe high-poly modeling stage was relatively intense, involving numerous wooden doors, plaques, walls, as well as stone steps and statues. 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Fortunately, there were no major problems throughout the entire baking process, so minor adjustments in Photoshop were sufficient.Low-poly modelMaking MaterialsI initially conducted material rendering for the sculpture and showed it to my teacher. However, the teacher pointed out some shortcomings. With guidance from the teacher, I gained a new understanding of material rendering. The key is to focus on volume first and then details. Volume here does not solely refer to the presence of volume under lighting conditions, but also the perception of volume even in the absence of lighting, relying only on colors. The addition of darker shades and textures further enhances the sense of volume in the model. Finally, sharpening was performed to make the details more prominent. 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2023-09-28
Learn How to Make a Handheld Fan in 3D
Learn How to Make a Handheld Fan in 3D
Today, Fox Renderfarm, the industry's leading cloud rendering service provider and render farm, will bring you a 3D tutorial that explains how to make a handheld fan. Let's get started right now.First import the image, use the straight line tool to draw the length of the handle, then use the rotational molding tool to create the handle and add a cover.Generate a rectangle using the center point, adjust it to the appropriate size, and then generate a circular runway. 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2023-07-20
How to Use VFace and Make Effects in Arnold?
How to Use VFace and Make Effects in Arnold?
In this article, Fox Renderfarm, the CG industry's leading cloud rendering service provider and render farm, will share with you how to use VFace and how to restore effects in the Arnold renderer. The author is CaoJiajun.Firstly I purchased some VFace materials from the official website to get the following files.We will mainly use the above files for this sharing, they are our main materials to make high quality details of the face. VFace provides 2 types of facial models, one for the head with open eyes and one for the head with closed eyes, choose one of them according to your needs. If you are doing a model that needs to be animated with expressions in post, I would recommend choosing the model with closed eyes, as the open eyes model will cause the eyelids to stretch when you do the blink animation. You don't need to worry about this for still-frame work.Let's start with the production process. 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I recommend setting the Depth to 32bit, as you will get more detail of displacement, and keep the color space linear, with Scalar Data ticked (as the displacement map is a color map with 3 channels of RGB, you need to keep the greyscale data).The blend map settings are the same as the color map, but Scalar Data also needs to be ticked (this map is used as a color mask for toning or as a weighting mask).Next we can use the object panel to append our own model in preparation for the transfer of the map.Right-click on any channel and select the Transfer command in the pop-up menu to bring up the menu for transferring the map.In the transfer menu select the channel which needs to be transferred in the first step, set the transfer object in the second step, click on the arrow in the third step, set the size in the fourth step and finally click on the ok button.I generally recommend passing one channel at a time as it is very slow and takes a long time to wait. For size I usually choose 4k for color, 8k for displacement and 4k for mixing channels. This step requires a lot of patience!VFace original effectThe effect after transferAfter the transfer we can export the map. The export map settings are shown in the figure. We need to pay attention to the color space setting (in the red box). The color space of the color channel is set to linear and should also be set to linear when exporting. The export of displacement and hybrid maps is a bit more unusual, as we set the color space to linear when creating the channel, but the export needs to be set to srgb, as both the displacement and hybrid maps are a combination of the 3 channels R,G,B to form a color map. Finally click the export button and it's done.VFace original color effectColor effects after exportingVFace original displacementEffect after exportIn short, your output map needs to be the same color as the map provided by VFace, either too bright or too dark is an error.3 Arnold RenderingDefault settingsAt this point we can go to Maya and render the VFace map we have created (we won't go into the lighting environment and materials here, we will focus on the link to the replacement map). First we import the passed VFace map and render it by default to see what we get. Obviously we get an ugly result, so how to set it to get it right?Here we add an aisubtract node (which you can interpret as a subtraction or exclusion node), because the default median value of VFace is 0.5 and arnold prefers a replacement map with a median value of 0. So we enter the VFace color into input1 and change the color of input2 to a luminance value of 0.5. 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The R, G and B channels of the aimultipy are connected to the R channels of input1, 2 and 3 of ailayerRgba, and through the mix attribute of this node we can control the intensity of the displacement of each of the three VFace channels (R, G and B), and after a series of settings we can get a correct and controlled rendering of the VFace displacement.VFace-dispZBrush-dispVFace+ZBrush dispZBrush Export Displacement SettingsAlthough we have a correct and controlled VFace displacement result, it does not combine with the displacement we sculpted in Zbrush and we need to find a way to combine the two to get our final displacement effect.Here I used the aiAdd node to add the two displacement maps together to get our VFace displacement + ZBrush displacement effect (of course you can also use Maya's plusMinus node).It doesn't matter how many displacement map elements you have (such as the scar on the face, etc.), you can structure them through the aiAdd node to get a composite displacement effect. The advantage of making it this way is that you can adjust the strength and weakness of each displacement channel at any time, without having to import and export them in different software. It is a very standard linear process approach.Default effectAfter color correctionFinally we apply the passed color to the subsurface color, and by default we get a very dark color mapping, which is not wrong. The VFace default model will be the same color. We can correct the skin color by using the hue, saturation and lightness of the colourCorrect node. This is why I choose 16bit colors to bake with, so I can get more control over the colors and get a correct result after color correction (of course the current result is just a rough mapping, we can still do deeper work on the map to get a better result).As a powerful render farm offering arnold cloud rendering services, Fox Renderfarm hopes this article can give you some help.Source: Thepoly
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2023-07-19
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