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[whole process of game modeling model production] 3ds Max and ZBrush produce radio receivers
2022-07-23 18:33:00 【Introduction to 3D Game Modeling】
This article shares the use of 3ds Max and ZBrush Production design 3D Version of the military radio receiver method , And introduce the production process of prop texture .

1 Project rules
The project has some rules , You can know whether the project is worth starting or quitting .
1、 idea
A project without concept is no different from many projects , Therefore, it is unlikely to arouse the interest of the audience . So it's best to choose something that no one has done before , Or make sure you do better than others . There may not be the best project on the whole , The model is at least unusual and unforgettable . That's why R-323 Reasons for radio stations , Because no similar works have been found .
2、 Reference resources
Before starting the project , Need to prepare high-quality material reference , here Alexander Ostrovsky Share many references about the radio station .

Any type of military equipment is a good choice for combination projects , Complex geometry will show what you make 3D The power of the model , Old and worn materials will prove texturing skills .
2 Model making
Use 3ds Max and ZBrush Make 3D Model , It can quickly process hard surface models . This workflow combines traditional modeling techniques , You can also add some with CAD The modeling technology used in the software has similar functions . Use Boolean values , Create all necessary cuts , And add the desired shape .

Start with blank , Use ZBrush Create a complete high polygon model .

Replace high polygon empty objects with medium polygons , Get a medium polygon object , But wireframe is not suitable for further work . At this time, you can 3ds Max Use in “ Optimize modifier ”, Manually adjust everything that the modifier cannot repair automatically , Complete all elements of the model one by one .

Triangulate the model , And the polygon object in is ready .

3 Model expansion
Model deployment is no different from regular workflow , Use 3ds Max establish UVW Shell , Pack everything in RIZOMUV in .
Pay attention when packing :
Shell aligned along axis . This helps to pack UV rays more tightly , And avoid artifacts when baking .
Expand the cylinder into straight blocks .
You can place repeating elements in the same UV In coordinates , Symmetry can also be used on them .
In addition, it is suggested to take a look at the products made by professionals UV And analyze .
4 Texturing
Texturing is needed in modeling , Even models with very simple geometry can be improved with textures . If the map quality is poor , Even a perfect model can become garbage .
The main texture mistakes many artists make are Albedo / There is not enough detail in the diffuse map . This part is crucial , We need to pay attention to . When texturing , Keep checking references , And try to repeat .

Without violating the project logic , You can perform various operations by yourself , Don't rely too much on program generation . If necessary, , Try using custom masks and hand drawn . For example, create several textures , To correctly depict the damage to the main body of the radio .

5 rendering
Use Marmoset Toolbag 4 Rendering , This is an excellent rendering software . Find a suitable HDRI Mapping , Then set the camera and select the desired angle , Then add light sources to further emphasize the necessary areas .

Next, configure the camera , Add a small color difference effect , The focus of , Grain , Small illustration , Adjust the curve and increase the sharpness .

Finally, render , take “ Noise reduction intensity ” To adjust to 0, These settings will not have much impact on the system .

stay 3ds Max and ZBrush Pay attention to texture and rendering when making exquisite props in , We also need to find high-quality materials .
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