Page 72 - 3D World - October 2017
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TuTorials
3D creature sculpting
contrast between lights and darks. I Buffers then look at the flat version of the Once this is done, I export
then start to paint with the Standard It’s worth rendering model only. several layers to Photoshop to
brush in RGB, while using the photo more buffers for things assemble everything.
references as guides. like lights, depth and renDerInG The main layers I create are Flat
If you’re only making a concept, object IDs than you 09 When you get to the Colour, a Basic Material, a Specular
you can keep on texturing in ZBrush, might think. You get far rendering stage, it is important Material as well as a SSS with an
if not, I’d advise you move on to more control in post that you take your time to choose a Occlusion and a Mask.
using Mari or Mudbox. and it’s easier to delete good viewing angle. You really want I also play with different light
what’s not needed than to pick a pose where the silhouette positions and intensities to decide
PhotoshoP eDIts to go back and render will be the most dynamic. what will look best.
07 Next, you can export your new passes.
texture as a .PSD in Photoshop and
do some modifications. When you
are satisfied with your texture, go to
the Texture Map menu and click on
New from Polypaint for create the
new texture you just painted.
This tool will automatically create
the texture and you can then export
to the format of your choice.
PosInG
08 I use the TPose Master in
Zplugin, which allows me to merge
all the subtools in one, which
makes it easier when it comes to
positioning my creature, along
with the Mask tool and the Gizmo.
Holding Cmd/Ctrl will allow you
to select zones you wish to move
and hide the rest. This tool will
automatically use the lowest
resolution of your character.
If you want to get an idea of how
dynamic the pose of your character
is, turn the ZBrush lights off and
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