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3D Creative December 2015

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

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<strong>3D</strong>CREATIVE MAGAZINE | Designing a fantasy character<br />

The custom brushes used for<br />

The finished skin details<br />

The model’s UVs in Maya<br />

Sculpting skin details: For skin pores,<br />

08 wrinkles and cross-hatching detail, I use<br />

the Dam Standard and Pen A brushes with ZSub<br />

on, and the Standard brush with Color Spray<br />

settings using various alphas. With the help of<br />

the brushes pictured, and some custom alphas, I<br />

create all the skin details.<br />

Exporting UVs into Maya: For the UVs,<br />

09 I have the help of ZBrush’s UV Master<br />

plug-in. Under the UV Master settings, I turn on<br />

the polygroups which I created before. This gives<br />

me a decent UV. I export the low resolution mesh<br />

into Maya, making sure to deselect ‘Grp’ under<br />

the Export menu, as I did previously in step 4. If<br />

you don’t do this, the model will be exported in<br />

chunks. In Maya, I arrange it into four UDIMs (UV<br />

tiles) with some UV changes.<br />

After this, I export the model back into ZBrush. As<br />

there are no changes made to the mesh, keeping<br />

the tool open in ZBrush at its lowest subdivision<br />

and simply importing the UV modified mesh into<br />

ZBrush will do just fine.<br />

Sculpting the armor: There are a few<br />

10 awesome techniques for creating hardsurface<br />

accessories, which wouldn’t be possible<br />

or efficient without ZBrush. I’ll try to explain a few<br />

of them. To start with, we need a base, which can<br />

be extracted from the body as follows.<br />

First we need to duplicate the SubTool and mask<br />

the area to extract the mesh from. Use Ctrl+W<br />

to assign a polygroup. Now we need to smooth<br />

the jagged line of the polygroup border. For<br />

this I use the Smooth Groups brush from the<br />

<strong>3D</strong>CREATIVEMAG.COM

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