ANM230 – Wk08

In this blog I will be researching part of my self directed learning which is modeling hard surface in Zbrush. Along with the team, I decided to use Zbrush to refine the base model of our character’s armor. Below is the base mesh of the armor created in 3DS Max;

Screenshot (54).png

 

My task was to model in the details of the armor such as around the breastplate and abdominal area.

I researched hard surface modeling in Zbrush to achieve the sharp detail which I desired. The procedure to create sharp edged details is not very complicated with the steps consisting of using the Mask Curve or lasso to create a clean mask, then in the Tool palette in Deformation rolldown there is an option to resize the selection which extrudes the masked part(“Tutorial: ZBrush -Hard surface modelling techniques.”, 2017).

Below is the refined high subdivision model:

Screenshot (55).png

In order to take it back to 3DS Max, however it has to be at its lowest subdivision which unfortunately means that the sharp detail is lost. The solution to this is to bake a normal map which will bring out the missing detail.

Following an online video tutorial (“Zbrush 4 R6 zremesher – Awesome way of doing retopology”, 2017), I learned the correct way to use ZRemesher which not only creates a new clean topology for the model but it is also possible to ‘tell’ the software which areas should be denser.

After remeshing the model, the high poly detail is projected onto the low poly model which I learned to do from another video tutorial  (“zBrush: High poly sculpt to Low poly mesh and normal map workflow”, 2017). After this, the normal map is baked from the Normal map rollout.

 

References

 Tutorial: ZBrush -Hard surface modelling techniques.. (2017). Michael Arbuthnot. Retrieved 22 July 2017, from https://michaelarbuthnot.wordpress.com/2016/02/17/tutorial-zbrush-hard-surface-modelling-techniques/

Zbrush 4 R6 zremesher – Awesome way of doing retopology. (2017). YouTube. Retrieved 22 July 2017, from https://www.youtube.com/watch?v=F7BYTbUIM5I

zBrush: High poly sculpt to Low poly mesh and normal map workflow. (2017). Vimeo. Retrieved 22 July 2017, from https://vimeo.com/111813917

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s