05.02.2017 Views

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

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

<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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!