![]() ![]() The workshop covers the entire process of sculpting for miniatures, from considering the initial scales to using DynaMesh, ZRemesher, Transpose Master, ZModeller, and lastly, KeyShot for rendering. This tutorial is intended for artists who already have some knowledge of digital sculpting in ZBrush and are ready to delve into the world of creating miniatures from concept art. Experiment and have fun with it.Learn how to translate a 2D concept into a 3D miniature using ZBrush and KeyShot in this 4-hour workshop by Digital Sculptor Francesco Orru. Lots of different workflows though, everybody prefers to work in a particular way so this is by no means "THE WAY" to do it, just what I prefer and works well for me. Making a good skin shader can be really tricky. Don't just plug it all in at once, make sure everything is working as you go. Take mesh into maya, check and make sure displacement + normal are working For rendering a person in Arnold -> diffuse, spec roughness, spec weight, sss weight, epidermal/dermal/subdermal maps for sss Export subdiv 1 or 2 and displacement/normal map from ZBrush (I usually bake my normal maps in substance painter now) If sent to Mari, export projected displacement map and reapply in ZBrush, then clean it up Sculpt tertiary details (or send t-pose from before you posed it to Mari for projecting details) Pose and adjust sculpt if need be (adding wrinkles due to compression, muscle deformations, etc) Project details from dynamesh sculpt onto new basemesh Sculpt to secondary forms with dynamesh or zremesher Posing will indeed stretch your uvs, but it depends how crazy you are making the pose, how careful you are about moving around the topology when you do it, and how animation friendly your topology is to begin with. Use a normal map for capturing pore details. I mean, you can do that, but you might as well utilize the displacement map and get a nicer result if you have a good basemesh and uvs. ![]() ![]() I wouldn't send a decimated model to Arnold. lots of different ways you can approach this stuff, no "true" correct way, just wrong ways lol. Your workflow is basically correct and pretty similar to my own. If your using this method of pore creation checkout texture.xyz and they'll give you some brilliant tutorials on how to use their shiz.) (do not bother trying to apply your maps in zbrush unless your using texture.xyz displacement maps in Mari. I always have to retouch the model by sculpting over certain bits after posing)ħ.) send posed model (which at this point should be decimated) to your renderer of choice and plug in maps. (wont mess up UV's, just be aware of stretching depending on how extreme your pose is. so unless you wanna take that journey just avoid displacing for now.)ģ.) UV the retopologized mesh.//// or use UV master in zbrush on lowest subdiv before decimatingĤ.) texture in program of choice (mari, substance painter, zbrush)ĥ.) pose with transpose master. and messing with displacement maps can be a fucking pain. ![]() ( i dont see much point in using the first or second subdivision unless the mesh has clean topology from the start, you're better off using a decimated version for final product. 2.) retopologize the high poly (personally use quad draw in maya). ![]()
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