![]() In this work, I had a very dense and uniform grid, so where was no distortion when baking with average normals. For the naming, I used Rename Objects tool in Max. After all, I decimated the mesh and imported it back to max. It was easier for me to create a grid pattern in Photoshop, and then use as alpha with the standard brush in Zbrush. With the trim dynamic, clay, planar, hpolish, orb_slash brushes, I sculpted some wear and cracks. I assigned polygroups by normal, activated dynamesh, then, first masked the edges (mask by feature – groups), after – polished the whole mesh, and inverted the mask and applied polish on the edges (polish, polish by features or polish by crisp edges, depending on the shape of the object). After that, I added a turbosmooth modifier with a couple of iterations and checked for artifacts.Īll the other parts were exported to Zbrush. I duplicated the mesh from the blockout layer, added an Edit Poly modifier on top of the stack, selected the edges, which would be creased. It was easier and faster to make a subdiv grenade because there are no major damages or scratches that would have to be sculpted on it and there is no need to export it from and import back to Max. The principle of modeling high poly-parts was determined by the amount of time required to create them. And, if everything moves as it should, I come to the next step. When the modeling for this stage is done, I position the pivots, make links to separate parts of the object check if the parts of the object intersect during transformations. In this work, I used the first method in blockout, and the second when creating a high poly. ![]() The idea is, even from a relatively close distance, the fragment of the mesh should not look angular. ![]() That’s why I increased the segment’s count in round shapes. The main thing here is to convey the silhouette. For objects that will be refined in ZBrush, the topology and n-gons are less significant. First of all, the topology is important for those objects that will later become the basis for subdiv high poly meshes (grenade). Based on your blockout meshes, high poly and low poly will be created. The layer list looks like 1) 0-default 2) blockout 3) high poly 4) low poly.īlockout is one of the most important steps because at this point you define the main shape of your object. All the blockout meshes I place on a separate layer, leaving only the main reference/camera/light (if it is in the scene) on default. Therefore, since they have 2 equal sides, I prefer to start with cylindrical shapes. Usually, you should follow the rule “from big shapes to smaller ones”, however, when you have only a side view, it is not always clear how wide the object is. To avoid unnecessary vertices, I set the Remove Only Visible option, and remove the rest with the Vertex Cleaner script. I use Proboolean in an instance mode, so this way it acts like Live Booleans in Zbrush. Also, such commands as a center pivot, autosmooth and harden/soften for smoothing groups creation. Almost all the edge and polygon actions are bound to hotkeys (extrude, chamfer, bridge, cap hole, connect, weld, quick slice, collapse, set flow, remove loop etc.). I often use symmetry for planar cloning, an array for radial (holes in the barrel jacket). There is nothing special about my modeling techniques. Vertex Cleaner – cleans polygonal meshes from the useless vertex, for example after the Boolean operations.It works similar to a referenced coordinate system, like in Maya or Xsi Sub-object pivot – allows you to select a single component on a mesh or poly object and toggle a working pivot onto it.Align Pivot To Selection – quickly sets the pivot position to selection.Regularize edge loop – Rearranges loops in regular n-gons.Here is the list of scripts and add-ons that I use: It has both a bunch of pros and cons nevertheless, it works rather stable for me, and in combination with additions, it allows me to get the desired result rather quickly. Main software I used for modeling was 3ds max.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |