Using 3ds Max to Copy a Legendary Hemok of Apex Legends Production Tutorials(1)
Fox Renderfarm, the best cloud rendering service provider, will share with you a tutorial about using 3ds Max to copy a legendary Hemok of Apex Legends production tutorial from 3d artist Michael. The production of this work is to continuously learn new skills and practice what you already know. Hope you like it.
This work is inspired by a legendary Hemok of Apex Legends. This production process includes modelling, UV and texturing.
The main production software used including 3ds Max 2018, ZBrush 2019, Topogun 3, Substance Painter 2019 and Marmoset Toolbag 3. I will also explain in detail the HPM(High Polygon Model), the LPM(Low Polygon Model), the baking and modification of normals, the production of the materials, and the lighting, rendering of the weapon.
When I first wanted to make a mechanical model, I looked for a lot of references. Since I like games very much, I chose a weapon in the game "APEX" after reading a lot of references. This is called the Hemok three-shot rifle. It has a very beautiful skin design, full of technology and looks at the same time. It's also very cool and looks very beautiful. The texture is also very rich, the details of the model are also many, and the color of the design drawing also presents a great visual effect, so I am very satisfied with using it as my first copy work.
When I started to make the model, I first used some simple shapes to quickly build the entire structure of the rifle. You don't need to pay too much attention to the details in this part, but the shape needs to be very accurate. And in the follow-up production, will need constant modification. For me, I will try to save time to complete everything and avoid unnecessary changes.
In order to make the model more accurate, I generally put the reference pictures in 3ds Max as a reference, and try to adjust their angles to be consistent, and restore all the details of the reference pictures as much as possible. One thing to note is that in order to make the model of the rifle real, the seams between the model and the model must be completely in accordance with the reference diagram.
And when making this model, we must start to consider the subsequent HPM production, so try to keep the model clean and tidy, as long as the neat wiring will get a good effect in the later model production.
And those with more complicated structure, if you use a model to make it will be a little troublesome, and if there is a problem, it is troublesome to modify (such as screws, pits). Therefore, you can use the method of separate production to separate the details from the surface, and then directly bake it on the normal map in the later stage, which not only makes the middle mold wiring clean but also greatly saves resources.
When making a high degree of deformation, I took two methods, one is to use the Chamfer and Turbosmooth that comes with the 2018 version of 3ds Max, and the other is to use ZBrush polishing.
After adding turbo smoothing, if you find that there are stretch defects in some places, you can add an Edit Poly to the Chamfer to modify the line. As for Zbrush polishing, it can be used to make high polygons when encountering some hard edges. It is very practical and fast.
For the LPM, I used the Medium Polygon Model to directly reduce the surface. Don’t forget to match the LPM with the HPM. Some small structures, similar to the suspension sheet made before, can be directly deleted relying on the HPM and it can be baked directly.
After the low-polygon model is made, it is necessary to distinguish the smooth group. To prepare for the splitting of UVS, the standard for distinguishing is a smooth group greater than 90 degrees, and a smooth group less than or equal to 90 degrees. But it is not absolute. If a large area of the black surface is generated, it will be disconnected. Note that there is no difference between right and wrong settings for the model smoothing group, only the difference between good and bad.
Pay attention when splitting the UVs. The straight line must be straight to facilitate the overall placement. And the space of UVs needs to follow a rule as much as possible. The larger model occupies a larger UV space, and the smaller model UVs occupies a relatively smaller space. This method can effectively improve the texture quality and visual effects.
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