Maya Tutorials: Production Process of 3D Artwork Crazy Fans(2)
Part of the role modeling is basically done in ZBrush. But before ZBrush, a low-poly model is made. Most of the scene props are done in Maya. In terms of characters, I decided to exaggerate at the beginning, so I can’t make the character too realistic. If it is too realistic, the expressive power of the picture will be greatly reduced. Therefore, in the production of the character, I will exaggerate its characteristics abnormally, but I cannot. If it is too much, it will become too cute which is not what I want, so I positioned the picture as a cartoonish realistic style.
The prototype of the fans referenced Paul Bell, the greatest manager in WWE history, and then made some modifications on his basis.
The clothes are basic models made in Maya, then imported into ZBrush and sculpted using ZRemesher.
Hamburg still uses the previous brushes, but with an extra Alpha. The drink is carved with InsertSphere and Dynamesh.
The body still uses those brushes, and finally puts them together.
The role of the player is based on the French team’s Ribery. In order to be similar to him, I collected a lot of his information and added more exaggerations when carving the model.
The method of making player roles is the same as that of fans. The shoes are done in Maya.
the football referee-Colina is a reference to the role of the referee, I believe everyone who likes football knows him.
Since he is far from the lens in the picture, the carving is not very detailed.
Those fans who are farther away are even more omitted because they are too small and there is no need to make them too detailed.
The scene is made in reference to the Maracanã Stadium in Brazil, and the style is also a bit more cartoonish.
The fans first made a set of very low-poly models, and then shuffled, copied, and copied them. Don't place them too neatly and randomly.
The clouds in the sky are made using materials in Photoshop and then pasted on a flat surface. The airship is first modeled, and then rendered(Fox Renderfarm suppports Maya cloud rendering) separately for later compositing.
After the model is finished, start testing the lights. The time is daytime, so the light first uses a surface light to simulate the sunlight source, then turn on GI, turn on the physical skylight of VRay, and control the light intensity.
Photoshop and Mudbox are used in this part of texture making. Before casting, it is best to choose those with few highlights and shadows or trim off the highlights and shadows.
Continue to modify and adjust until you are satisfied.
Make bump highlights by color, plus the normal map baked before, and use these for basic textures. There is no difficulty in making clothes and props. The main thing is to control the highlights of different materials, and the texture will be different.
The system is mainly produced by Hairtrix. There are many ways to make hair, but I am more accustomed to using Hairtrix, and personally feel that this is pretty easy to use.
Compositing & Post-production
The main thing in the post-production is to control the atmosphere. Just look at the excellent works of art, movies, magazines, photography, etc., to enrich your control of the atmosphere of the picture and the feeling of color. This also requires long-term accumulation.
How to Render High-quality Images in Blender
How to render large scenes with Redshift in Cinema 4D
Arnold\ V-Ray\ Octane\ Conora\ RedShift, Which Renderer Is The Best?
How the Redshift Proxy Renders the Subdivision
China Film Administration Release New License Logo
Maya 2018 Arnold's Method of Making Motion Vector Blur in AOV Channel
Corona Renderer Learning - Denoising
Blender vs Maya vs Cinema 4D, Which One Is The Best 3D Software？
Previous: 3ds Max Tutorials: 3D Toilet Scene in Silent Hill(1)
Next: Blender Tutorials: Production Process of 3D Artwork Crazy Fans(1)