Free 3d tutorials: from 3d tips & tricks to advanced 3D software tutorials in 4 seconds.

Revolution

“Revolution” by Zhang Yang
4-UVs
This character was made for an illustration,so I didn’t set UV according to the normal method.I just let the parts which can be seen take up more UV space. The other things’ UVs are nothing fancy.

5-Skin shade
Someone asked me how to connect Mental Ray FAST SKIN SHADE.Everyone has his own way.As a whole,in my opinion,I think it’s best for controlling every parameter as possible as I could.Therefore,I used about 10 maps to control the more important parameters(such as Diffuse Color,Epidermal Scatter Color,Subdermal Scatter Color,Primary Weight,Secondary Weight and so on)My own experience is that the sss effect of some places like ears can’t be too high-that is,not being too redish,because the real man couldn’t be like that.We need the feeling of the skin between plastic and wax.Because I used the HDR to illuminate,I must click Include Indirect Lighting in light map node

6-Texturing
For this image,painting the texture is a complicated process.Basically,most textures of this character are 4096*4096 size.First of all,I did the color map by hand painting and some photos,then desaturated color and made the bump map and specular map-After that,I changed the tone and details of the color map as the Epidermal Scatter Color,Subdermal Scatter Color,then changed the specular map as the reflection map.I got a very detail normal map in mudbox by a high-rez model which included about 5 million poly.I wanted to let the scene look worn and real.Then I used body paint to remove texture seams and added more bloodstain and dirts.I like super details. Here are the color,bump,specular map

Pages: 1 2 3 4 5 6

Leave a Reply