Page 71 - 3D World - October 2017
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TuTorials
                                                                                                          3D creature sculpting

                                                                                          and to unfold the UVs. Here
                                                                                          I’m only making a concept, so
                                                                                          there’s no need for a topology
                                                                                          for 3D animation. You can make a
                                                                                          retopology of the character but it is
                                                                                          not the objective of this tutorial.
                                                                                             I use the basic parameters while
                                                                                          playing with the Target Polygons
                                                                                          Count in the ZRemesher menu. This
                                                                                          is in order to obtain a decent result
                                                                                          for a low resolution.
                                                                                             Next I reproject the details of my
                                                                                          previous sculpt on the new one with
                                                                                          the ProjectAll in Subtools. Don’t
                                                                                          forget to keep both.
                                                                                               uV MAster
                                                                                          05Go to the Zplugin and
                                                                                          then the UV Master to unfold
                                                                                          the character’s UV. Don’t forget
                                                                                          to enable Polygroup and click
                                                                                          Unwrap – ZBrush will do the rest.
                                                                                          Before that, you can create some
                                                                                          Polygroups of the body (hands,
                                                                                          arms, head, legs…).

                                                                                               teXturInG
                                                                                          06 Now that the UVs are done,
                                                                                          it is time to texture the creature.
                                                                                          I usually start with the flat tints: a
          04a

                                                                                             Broad strokes
                                                                                             Make changes to
                                                                                             larger forms at lower
                                                                                             subdivision levels,
                                                                                             only using denser
                                                                                             meshes for detail
                                                                                             work. You’ll find that
                                                                                             results are more
                                                                                             predictable this way.































          05a                                               05b                           06

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