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3DSMAX make the next generation of work little monsters practical course

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  Concept works: Because before doing some monsters are more partial to some of the ferocious, and often unfinished, so this time wanted a little bit of a monster.Do not consider very complex, so he pulls out a piece of the original painting practice (Figure 1) before painting.Basically definition is a more mentally retarded, silly and relatively Funny mobs, often bounce it wanted to hit it the way.3D feel to make some very interesting, so he chose to make this.Due to the long production cycle is generally 3D, so to maintain a certain creative passion is quite necessary.

  3DSMAX制作次世代作品《小怪物》 29教程网

  figure 1

  The following is the production steps

  First, reference material

  The first step is to find some 3D authoring required for the reference material.When doing 3D work, personally I think that if in the absence of the original painting of the situation, it is best to first draw out modifications on the original painting is far faster than modifications in 3D.And look for reference is a very important thing that must not be ignored, a good reference is the key to finding success.(Figures 2, 3)

  

  figure 2

  

  image 3

  Second, model making

  Model is done in 3dsMax in the mold, and then import in zbrush, of course, can also be created directly in zb, and now zbrush4.After 0 has been relatively easy, and here it depends on personal preference.If you create in Max, pay attention to the wiring density as even as possible (and more details of some secret places, be aware just fine), and do not have a triangular face.Hair decision model directly hair, so this part is no done.In the block after a good model can be imported in the zbrush.(Figure 4)

  

  Figure 4

  Three, ZBrush carving

  It should be noted here Sub Tool of the block, to consider how to divide in order to facilitate the carving and after rendering.In fact, here dental mouth should be divided up better, was to ignore.About brush is commonly used these, they like the smooth intensity modulation is relatively lower.I will give a shader a little highlight weaknesses, but also do not use white color, so not too tired and easy to observe, of course this is personal preference may be, find it convenient enough.(Figure 5)

  

  Figure 5

  Now we can begin to carve up.I prefer the lower step closer to the advanced sculpture, do not focus too much detail the outset, a large body construction demeanor feel are the most important.With from time to time with the Move brush to adjust the body and face, may have special effects.Try to go during the whole sculpture, of course, pay attention to the archive.(Image 6)

  

  Image 6

  Then find the feeling on hold to continue in-depth, pay attention to the middle level and density contrast.(FIG. 7)

  

  Figure 7

  Then continue in-depth, add detail without destroying the overall relationship under enhance accuracy.(Figures 8,9)

  

  Figure 8

  

  Figure 9

  Continue model sculpture.Adds details, wrinkles increase efforts to rich, do not be afraid of adding too much too dense.Next, we can put the virtual weaken the phobic place, plus the first to do subtraction.(FIG. 10)

  

  10

  Finally, the model adjustment phase.Increase blood vessels, increase the pores to enhance the texture to enhance contrast and density contrast of soft and hard.(In fact, it now appears there is still a high modulus in the final stages of a number of issues, such as the relationship between the density of the process a little too tight; head and shoulders can then weaken some of the belly; if put the bag made out in the beginning stages of the production model than the head in the late add a lot of nature; there is too symmetric model, if you put a few questions deal with what model should be to enhance the lot.) (FIG. 11)

  

  11 More exciting please pay attention to the tutorial 29 tutorial web (www.29jc.com), 29 tutorials web design group: 43076594 welcome you to join

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