This time uv I found myself with the problem that I was putting hats and shoes together, clothes and fabrics together, body and hair together, and other objects together. But divided in a uv some material differences are relatively large, especially other objects this one, there are many metal materials, but also pure rough. I will pay attention next time when dividing the uv, first consider the material of each object, and then classify.
Sculpting details in zbrush First, the subdivision open high (but must retain the low mold), here the clothes I want a tight effect, so the overall will not have a large pleats, but the clothes wrapped edge by the pull will produce a little subtle small pleats.Includes a little crease detail in the bend of the sock. The cape I expect is a partial leather texture that feels stiffer, so the creases will be large.
topology in maya It should be noted that the edge of the best to form a loop line, so that you can directly add clothing wrap, or later into the zbrush carving can follow the texture, the better to do the height drop out.
After last week’s pendulum movement, this week is mainly to adjust the human body. Because zbrush with the binding system does not brush the weights, resulting in the pendulum action will be stretched, so to re-adjust with mask, and then the muscle lines in accordance with the movement trend to re-sculpt a little.
About the use of bones in zbrush: first apend a z-ball, press e (resize shortcut), left swipe to adjust the size, then press w to move the position, then press q (draw mode) to create a new z-ball, then press w to adjust the position. Pay attention to the size of the brush, otherwise you may drive multiple z-balls.
referencereferencezbrush sculptingzbrush sculpting Three Views
Based on my observations, the following conclusions were reached while doing the face: From the side, the upper lip wraps the lower lip and the upper eyelid wraps the lower eyelid Note that the end of the eye does not exceed the eyebrow bone when it is three-quarters side Eye socket, cheekbone, waist muscle these areas should be determined first, and then divided into regions according to the characteristics of carving
page1:This is my character design style. Influenced by the Kiki’s Delivery service I came up with the idea of creating a little succuba image. I wanted it to be a lively and confident image.
page2:This is my model style, I want it not to be all realistic, a little stylized. But it is not the kind of Japanese anime, so I will make the facial features very three-dimensional. The material will also not be very realistic.
page3:The background itself will be minimal because I want to highlight my character. I have two ideas to realize my background, one is matte painting, the other is to try ue5 production. I wanted to take this opportunity to learn the big scenario in ue5
page4:In order to realize this work, I need to master the skills. First is the software, zbrush and Subbrush Epainter are certain, the background will learn ue5. In addition, this time I am in contact with a semi-stylized and semi-realistic role. I will take this opportunity to study the female body muscles, so as to make the actions of the role more powerful.
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Project Process:I first downloaded a base model, then went into maya topology, and finally into zbrush to adjust the character’s body shape. From the original drawing I chose, the lower limbs are relatively long, the upper limbs are relatively short and the muscles from the chest to the abdomen are obvious, so I need to focus on drawing the leg and abdomen muscle lines. I purchased Ess.anatomy5 this software, you can see the muscle trend in 3d view more intuitive. Fortunately, before learning art when there is a model of male muscle lines, women are more or less the same.
download a standard model and topology facetopology whole bodyEnter the ZB and adjust it to the character’s physical characteristics