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Zbrush back face culling
Zbrush back face culling





Zbrush can export all of your cameras in one. To match the Camera settings, you will have to switch the Camera Focal Length computation from Horizontal to Vertical in Zbrush. I took advantage of Zbrush’s brand new Universal Camera feature and framed my model in Zbrush while sculpting, then exported this camera as an. I scattered some peach fuzz all over the face, and I think the character looks relatable and kind of funny without thick shaved facial hair. The Fibermesh in this scene was around 3 million triangles. When adjusting FiberMesh geometry in Zbrush, things can get a little messy, so I turned Backface Culling off in Toolbag. Toolbag can handle a large amount of geometry, so I had no performance issues with this part. Since the goal of this project was to create an image, and not necessarily a real-time character, I skipped creating hair cards and imported FiberMesh geometry directly into Toolbag. I read Vadim Sorici’s How To Create Realistic Hair, Peach Fuzz and Eyes article and decided to apply his techniques to my character. This section covers how I tackled hair creation for this character. Making minor color tweaks to match the lighting conditions and overall look (i.e in this case, eyes and metal) makes a huge difference, and it’s easy to fine-tune in Toolbag. Maps 5 and 6 can be used interchangeably, so I switched them around, played with the settings, and ended up with this setup. I increased the saturation of my base Diffuse map, plugged it into the Translucency Map slot and increased the Translucency Depth value. I exported my default maps as well as AO, Subsurface Scatter, and Cavity maps. You can learn about how to create a convincing eye setup in a previous breakdown written by Saurabh Jethani. For the eyes, I created two spheres one with the textures applied, and another slightly enlarged sphere encasing it with a glass material applied. The skin material that comes with Painter usually works great as a starting point, and I like to turn on SSS preview here as well.

zbrush back face culling

Neutral environment maps were used to avoid color influences from the environment on my texturing. I used Substance Painter for baking and texturing.

zbrush back face culling

Afterwards, I did some UV clean-up and layout work in Maya. I created my high resolution meshes in Zbrush and unwrapped them using UV Master. This character is based on a concept by Vyacheslav Safronov, you can check out more of his amazing work on Artstation. In this article, I will discuss my material setup, lighting, and presentation for my Old Knight character in Toolbag. Currently, I am doing freelance work for Shapefarm, a Tokyo based company. Hi, my name is Radek Kowalczyk, and I’m a Character Artist working in games.







Zbrush back face culling