Steps for ZBrush to set an example for officers:
1, model reference
This project is to create a commander role for the HellLetLoose game. HellLetLoose is a team-based multiplayer shooting game, which pays attention to historical authenticity and immersion. The commander is one of the 14 roles that players can play. 1 1 is an infantry unit, ranging from machine gunners or snipers to medical staff and engineers. The two roles are tank soldiers, of which 1 is the commander.
The role of commander is relatively rare and highly recognizable, but because of its rarity, we can't make more than one uniform for the role. So I chose a raincoat as the role of commander, which is rare, but highly recognizable. Commanders' equipment, general holsters using Nagant or TT pistols, officers' leather straps and tablets, binoculars and boxes.
Most of the elements are made for the infantry role, because the commander role is the last one. You don't need a concept, but you need to create a sketch to understand which equipment each character will use.
The face modeling surface can be customized, and the original face in the 3DScanStore is used in the game HellLetLoose, and there is no change except optimizing the network.
When it is necessary to create veteran faces for Germany and America, the original model is adjusted. For most new faces, 3D scanning is recognizable as the source image, and most of the work comes down to the final determination of texture.
When I started to treat faces for Soviet commanders, I wanted to try deeper treatment. Here you can scan the head with re-topology in 3DScanStore, which is handled well, with the least scanning artifacts, almost symmetry, and good microscopic details and albedo.
For reference, use photos of Soviet soldiers in wartime. Not to achieve the similarity of portraits, but to convey a general image. Because fine details already exist, we can focus on medium and large details. Use moving and standard brushes for this purpose, and sometimes use DamStandard to imitate wrinkles.
3 uniform modeling uniforms were made in MarvelousDesigner, and the pattern of raincoats could not be found, so the pattern of officers' coats was modified to make clothes. Uniforms are best made by MarvelousDesigner to avoid extra work of ZBrush. For trousers, use breeches of the same model as infantry and change the texture.
Make backpacks, pouches and paper rolls with MarvelousDesigner.
For seat belts, tablets and other elements, create a basic model in Maya, and then add details in ZBrush.
In ZBrush, use standard and moving brushes to adjust the shape and add some big dents, then use some brushes to make edges and add seams and stitches, and you can also use some brushes to brush leather textures or small folds of fabric.
4 topology
There is no need to re-topology, and the HLL model is relatively light, and there is no problem within the 35K triangle.
5 After the texture is baked, start making the texture. The head is in a big bag, using the same project, and simply changing the albedo and grid diagram, adjusting the rest of the layers. In addition to the program layer that adds details based on baking texture, it also includes dirt, scars and bruises and stubble layers added by roaming brushes. It also contains a layer that adds a background color to the face, with blue at the bottom, red in the middle and yellow on the forehead.
A new material should be used for raincoats: rubber fabric. Other materials, such as brass buttons, leather boots, breeches and tunic collars, are borrowed from the intelligent materials of the infantry model of the game.
The equipment mapping and mapping work of all characters are integrated. Device mapping is initially done in such a way that re-texturing of the same device item for different roles is excluded if possible. Therefore, the frequently used elements are arranged compactly and can only overlap with specific and rare elements.
As a result of this mapping method, the textures of elements such as tablet computer, binoculars, binoculars shell and holster all use the ready-made textures equipped by infantry officers and tank commanders. Finally, smart materials are added to belts and suspenders, and copper is added to belt buckles.
Finally, the first HLL model to be released on ArtStation is rendered as the background: German assault and anti-tank in winter clothes, and the military environment is emphasized with spotlight beams: two German cross lights and American V-shaped blue light. But then they were asked to replace the V-beams with something else, because some people began to see them as renderings of another game, not HellLetLoose.
For the rendering of the Soviet Union, we started with the idea of light beam, but later some changes have taken place. Inspired by Soviet war posters, and then the image of BM- 13 rocket launcher "Katyusha" volley.
Add two cylinders with fog gradient to control the background color in the marmoset bag. Position the headlights so that they are significantly weaker than the side lights.
Finally, a spectacular in-game model rendering is obtained, and the commander role is completed. It is very interesting to design a set of characters and uniforms for the Soviet Union, including a series of historical real equipment selection, texture and texture optimization, and more in-depth facial work.
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