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[whole process of game modeling model production] ZBrush weapon model production: Crossbow
2022-07-23 18:34:00 【Introduction to 3D Game Modeling】
This article uses ZBrush The process of making leather crossbows , It also introduces the making method of leather and metal surface texture .

- Project reference
Create personal projects in your spare time , To improve skills and learn new workflow . As a loyal fan of medieval fantasy style , I decided to add another piece of work to my portfolio , Focus on weapons / Hero props and PBR Material research ( Mainly leather 、 Wood and metal ) On .
You need to collect reference materials at the beginning of the project , At Google and Pinterest Search for images and information on , And put the collected pictures into Pureref in .

2 Modeling sculpture
After collection , Use ZBrush Create a simple model for the model . When building the model , First create a solid block , A good shield can continue high polygon modeling .

In the blockade stage , Keep the number of polygons low while having the main shape . When defining the final shape , You can make changes . stay Maya Create some primitives in , And then in ZBrush Use in ZModeler Brush . Fine tune the scale , Then add edge loops and creases , Until the final high polygon is carved . This is an attempt at ZBrush Create everything in , After the high polygon modeling stage , Start carving . Carve all wood blocks through references , And deal with metal parts ( screw 、 Bolt 、 Buckle and panel ), Finally, focus on carving leather .





3 Topology expansion
Once the model details are completed , Start exporting various parts for re topology . Use ZBrush Medium Decimation Master Create various meshes , So you don't have to Maya and Topogun3 Process millions of polygon blocks . After re topology and obtaining the final low polygon , stay Maya Of UV Create... In the editor UV.
Set the low polygon UV Divide into 3 Different textures : Crossbow ( Wood and metal )、 Arm guard ( leather )、 Quiver ( Leather and wood ).
Because this is a personal work , So use for the whole model 3 Different textures , To get the best quality . The focus of the project is more on making a good work and learning new knowledge , Don't worry about optimization .
4 texture
stay Marmoset Toolbag 4 Set baking in . Use Substance Painter Processing textures , stay PBR Achieve realistic effects on materials . Leather materials have always been the focus , Before use Substance Painter An intelligent material completed in to build leather materials . After some feedback , Change the material several times , Until I get the result I want .

stay Substance There are the most layers of leather materials in , As shown in the figure above . Use a layer with a base color , Layers with leather patterns and some beautiful color changes to build materials . Then create the basic roughness of leather , Between curvature and AO Create other layers with roughness changes in the map , Use some generators and smart masks with hand drawn changes .
Create leather damage , To do this, a generator with custom masks and hand drawn details is used to deal with some fill layers . This process takes a long time , Because reference materials must be checked constantly . stay Substance Painter Add all the small details in , To avoid the ZBrush There are not too dense high polygon blocks when carving in . On top of leather material , Create a new folder , And fill in Leather Rough Basic materials , Then there is only one activity “ Height ” Fill layer of value .
Add a black mask with paint options , Create all small scratches and damages with realistic wear effects . Other materials , Metal and wood are created using the same leather workflow .

In the whole process of texture processing , Constantly check the roughness channel of the material . Roughness map in 3D Modeling is very important , Because in the roughness channel , Many wear information can be added , In order to get a realistic appearance after rendering the model .

In the process of texture processing , Import the model into Marmoset Toolbag 4 And set the scene , Here you choose to render the final asset separately . Most of the time ,Substance The image in does not look exactly the same as that seen in the rendering engine , Therefore, it is best to view textures in the rendering engine .

5 Render lighting
Choose the classic three-point light setting for final rendering , Create multiple cameras with different angles to control the light , And use spotlights , Provide beautiful shadow gradient and attenuation , It looks better than directional lights with ray tracing . In ray tracing , Successfully shoot some beautiful shots . Create for portfolio 3D When assets , Getting good rendering is an important part of this process .

If you've always been right about 3d Have a strong interest in Game Modeling , add to 【 Modeling tutor 】 Number : It starts with :2038, In the middle is :838, The number at the end is :236 , Put the above three groups of numbers together in order in 【 Search and add in wechat friends 】.3d Introduction to modeling novice Xiaobai learning tools .3Dmax、Zbrush Second generation game animation modeling software teaching , Learning Planning 、 From zero basic sprouting to practical exploration , Teach you hand in hand 3D Game Modeling

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