3D Creative December 2015
contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi
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 sculpted mesh so far<br />
Retopology: Now it’s time to do the<br />
04 topology. For topology I primarily use<br />
ZBrush’s ZRemesher for the body, then take the<br />
mesh into Maya. But before exporting, under the<br />
‘Export’ section of the Tools menu, deselect ‘Grp’.<br />
Setting the scale in Maya: Now I’m<br />
05 importing into Maya, one of the most<br />
important steps to do is setting the scale of the<br />
mesh. If the figure is six feet tall, then we should<br />
scale it to that measurement. I usually set the<br />
unit of measurement to feet and scale the figure<br />
to match the height I’m looking for. If I don’t do<br />
this step now, I’ll have trouble getting perfect<br />
displacement effects, lighting and rigging later.<br />
Making polygroups: Now I bring the<br />
06 retopologized mesh back into ZBrush<br />
and assign some polygroups for later use of<br />
the hide/show function and UV mapping. Make<br />
sure you also store the Morph Target. The model<br />
is now ready for adding micro details like skin<br />
wrinkles and pores!<br />
Retopologizing the mesh with ZRemesher<br />
Making sure we set the correct scale in Maya<br />
<strong>3D</strong>CREATIVEMAG.COM