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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 | ISSUE 124<br />

See how Roumen Filipov<br />

brings a character to life with<br />

small details…<br />

This is the third of a series of four tutorials<br />

covering the production of a stylized <strong>3D</strong><br />

character of a steampunk pest exterminator<br />

girl using ZBrush and 3ds Max, from the<br />

initial blocking to the final render and postproduction.<br />

In this third phase, we will sculpt<br />

the displacement details like pores and cloth<br />

wrinkles, then finish the texturing process<br />

using Photoshop, with some composite and<br />

mask blending tricks in 3ds Max.<br />

During the process, I’ll be showing how to<br />

reproduce fine details in ZBrush, then I’ll<br />

show how to correctly set up and export<br />

displacement and normal maps to reproduce<br />

the same information on a low-poly mesh in<br />

3ds Max. This tutorial will also show you how<br />

to quickly create textures and other maps like<br />

specular, bump and dirt masks in order to set<br />

up semi-realistic materials in V-Ray.<br />

Creating skin pores and wrinkles in ZBrush<br />

Now let’s have some fun!<br />

Sculpting the skin details: Now that<br />

01we have our model fully retopologized<br />

and with proper UVs, it’s time to send it back to<br />

ZBrush for some displacement detailing. I always<br />

start with the skin since it’s the most tricky and<br />

delicate surface to work with. At first, you should<br />

look out for imperfections left from the sculpting<br />

process and even re-sculpt some detail that has<br />

been lost in the new topology.<br />

Multi Map Exporter setup and differences<br />

between displacement bit depth<br />

Detailed cloth in ZBrush and stitch alphas<br />

As soon as I have my model subdivided and<br />

ready, I start to sculpt the most delicate wrinkles<br />

around the eyes, mouth, hands and neck. Finally,<br />

I use the Standard brush with the stroke on<br />

DragRect to spread some pores and very fine<br />

wrinkle alphas all over the body. It’s important to<br />

look very carefully at how you distribute the size<br />

and direction of pores. One thing that’s good to<br />

remember during this whole process is that every<br />

detail needs to be twice as strong as the other<br />

surfaces, because SSS (subsurface scattering)<br />

kind of ‘eats’ a large part of it, even with good<br />

reflections in the shader.<br />

Detailing cloth in ZBrush: Clothes are<br />

02 usually tricky to make. You’ll see a lot<br />

of artists using different workflows nowadays<br />

in order to avoid having to sculpt folds and<br />

wrinkles, but not all of them are very practical and<br />

production-friendly, so I keep with sculpting the<br />

old way. The secret for me is to always observe<br />

what places in the body inflict more tension on<br />

the cloth and try to sculpt all the folds coming<br />

from those spots. The result is always some kind<br />

of generic but believable fabric behavior over the<br />

body. If the character’s clothes are too loose and<br />

hanging from the body, I usually pose the base<br />

mesh first and then sculpt the folds according to<br />

the pose, but in this case, the generic cloth over<br />

the body will work fine, even in more extreme<br />

poses. The stitches are all made using the stitch<br />

brush with the alphas shown in the picture.<br />

Exporting Maps from ZBrush: I<br />

03 see a lot of people discussing correct<br />

displacement map exporting in ZBrush, and<br />

I’ll show you what I’ve found to be the best<br />

workflow regarding quality and rendering speed.<br />

53

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