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personal

week30

render
texture
reference

How to render wireframes:

Maya中渲染线框的几种技巧_哔哩哔哩_bilibili

Use displacement to replace the map and bake the high mold carving details in zb to the low mold in maya:

【arnold渲染教程002置换贴图|Displacement【自制 | 中文】】 https://www.bilibili.com/video/BV12F411z7Rg/?share_source=copy_web&vd_source=583b94cdfcef0f2ffa4cc1912fc663d6

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personal

week29:uv

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.

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personal

week28:personal project

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.

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personal

week27:personal project

update
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personal

week26: personal project

update

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.

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personal

week25: pose

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.

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personal

week24:pose

关于zbrush中骨骼的使用方法:先apend一个z球,按e(调整大小的快捷键),左键滑动调整大小,然后按w移动位置,然后按q(draw模式)创建新的z球,再按w调整位置。注意笔刷的大小,否则可能会带动多个z球。

【ZBrush骨骼绑定-哔哩哔哩】 https://b23.tv/Aw9MDjE

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.

clone body,select mesh,bind mesh
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personal

week22:sculpting the head

reference
reference
zbrush sculpting
zbrush 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

Categories
personal

week22:personal work research &sculpting the body


This week I mostly settled on a project type and finished the character body. As you can see from the ppt, I decided to make a witch character.

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.

reference:


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 face
topology whole body
Enter the ZB and adjust it to the character’s physical characteristics
Categories
personal

term2 character model

render
modle in Zbrush
texture