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Skullhead

“Skullhead Mobster ” by Harshdeep Borah
Tips :
1. For you final pose, always save your tpose keyframe and then another keyframe for desired pose.
2. Do all your modelling before rigging, as its very difficult to do any modeling changes once the model has been weighted properly.
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Mesh detailing, Displacement and Bump maps in Zbrush :
Now comes the fun part. Beforehand I plan everything out. This is very important part of detailing. I plan how much detail is needed from displacements so that it would affect contours and how much from bump maps for fine detailing like skin wrinkles and pores. I export my posed lowpoly mesh to zbrush part by part and first start detailing displacements. Once done with displacements, I load the bump viewer material in zbrush and start painting finer details in projection mode. Note there are few settings you have to keep in mind for Maya and zbrush to impost the mesh before and while detailing.
Some things you need to keep in mind before exporting from Maya are :
1. There should be no overlapping in the UV’s.
2. Try to make you model all quads. Ignore triangles and there should be NO n-gons in your model.
3. There should be no holes in your model. Though it works sometimes but try to ignore it.
4. All the uvs should be in 0-1 space of UV editor window.

Some things u need to keep in mind while importing your mesh in zbrush are:
1. Always check uvs overlapping in texture check.
2. Store your lowpoly mesh as morph target if you intend to export displacement maps.
Here are few renders I achieved using zbrush detailing and then rendering in Maya with a very basic light setup.

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