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How to make realistic 3D scenes with zbrush? Zbrush's tutorial on making realistic 3D scenes

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Do you want to learn from zbrush? Do you know how to learn quickly and comprehensively? Zbrush is a digital engraving and painting software. Compared with 2D software, the use of 3D software is not so simple. Many students who want to learn zbrush will choose video tutoring courses, and they can learn and operate with their tutors. They will also have a tutor or professional customer service to help you solve problems. Zbrush course covers the basic introduction of proficiency and is suitable for students who want to learn Zbrush. Feather Rabbit is an online learning website for designing courses. In addition to zbrush, there are courses such as 3dmax, CAD, sketchup, Photoshop, CDR, etc. You can learn when you open it. Welcome everyone to study together!

Zbrush's tutorial on making realistic 3D scenes

1. Observe and analyze the original painting and asset allocation.

This is a case of PBR process, which is used specifically: finish low mode in 3DMax, finish high mode carving in ZBrush, use Vray rendering, finish mapping in high mode with SubstabcePainter and PhotoShop, and finally use UE4 rendering.

In order to ensure that everyone can match the scale of the model after division of labor and cooperation, a rough model was built according to the original painting for reference. According to the overall situation, we divide the modeling work into three items: houses, props and environmental construction. So we started to split up and do our own things.

(Rough model of the scene)

2, manufacturing an intermediate mold

House part: As the central subject of the scene, it naturally consumes the most time and energy. The house is divided into three parts: roof, walls and floor.

Props: The scene props include three-faced Buddha, stone lamp, wood carving in the house, etc. There are not too many kinds of props, only eight or nine kinds, but basically all of them need ZBrush carving.

Scene part: mainly the stone steps at the door, the green plants at the door, the mountains behind the house, the cobwebs in the house, etc. My request is to find available materials according to the needs (use them if you can, change them if you can't use them, do them yourself if you can't use them, and do them if you can't use them).

The manufacturing process of the middle die is to refine it on the basis of the rough die, add more details, and try to give priority to circular wires in wiring, mainly to facilitate the plugging of wires in the later high die stage. When making a Chinese model, we must not forget the relationship between individual parts and the whole, and the proportion is constantly adjusted and optimized. Because we are building models made separately, we need to compare them first and then refine them, otherwise the later scale will be a disaster.

(house model)

3, making high formwork

The production process of the high mold is relatively smooth, and everyone is doing their work step by step. Because there is a rough model in scale as the basis, it is not too difficult for everyone to adjust when spelling the scene.

House sculpture:

Because the whole house is made of boxes, the mold in the middle is relatively simple, and its highlight is high mold carving. To restore the original flavor of ancient buildings, there are still more places to be carved. Because the overall scene style is relatively shabby, my carving idea is to ensure the hardness of the wood structure as much as possible, make it old and have more surface details. Because of inexperience, carving was slow at first, and some patterns could not be restored. The method used in carving many details may be wrong, wasting a lot of time in the case of many attempts; Finally, under the guidance of teacher Xiao Zuo, I found a way to use gray scale map, which saved a lot of time. First of all, find a suitable gray map, which is beneficial to mask generation in ZB.

Prop carving:

(High mode rendering)

4, making a low mold

In fact, the topology production of the previous low module is more like the test of operation specification and file arrangement, which is mainly obtained by adding and subtracting lines from the previous middle module. Like the human head, stone lamp and statue in the scene, the topological gun topology is used. Topological low mode is a simple but patient job. Topological low mode has two ideas: 1. Simply use editing and adjustment tools and patiently realize silhouette and structure. 2. Use the automatic topology tool, and then manually adjust the wiring slightly. The wiring requirements of low-die manufacturing are more stringent, and the wiring is as simple as possible, which not only conforms to the wiring principle but also does not lose the structure.

There are not many difficulties in the low-mode topology stage, but the difficulties are UV development and map distribution. After the whole low mold is finished, the UV exhibition will begin. Before the UV exhibition, it is necessary to distinguish the smooth groups, and then the UV explodes according to the smooth groups, and then find the place that needs to be disconnected. When developing UV, we should consider the problem of seams, because if the seams are too obvious or too broken, there will be many flaws in the post-production map. After all, I have never co-produced a scene before, so I am not familiar with the unification of the chessboard and the allocation of mapping resources.

Finally, we made a map with 1m3/256 pixels as the standard. The house was finally divided into more than 30 pictures, and I was circled when I started to divide the ball. Secondly, although automatic placement can adjust the size of the chessboard to just right, it should be carefully checked. Showing UV is a very regular job, because it is easy to make small mistakes, so that it is necessary to rework and adjust UV later.

The next step is to bake normals and other maps. We first need to match the high and low patterns in Max, and the edge contours must be carefully matched and overlapped. Then the high and low dies of the same part are named and matched, and then the normals are baked in SP. We are painters called baking. In order to get a better normal map, we will bake an average normal and a vertical normal, and then keep the inner part of the vertical normal and the edge part of the average normal in PS. Although we have been careful again and again in the early stage, there are still some problems with the normal of baking, largely because of the problem of the wrapper, but some need to be changed manually. To modify, you need to export the UV selection in Max, and then modify the faulty normal by selecting the region in PS.

For the distinction between different materials, we still use the method of making ID diagram. For the parts of models made of different materials, we use balls of different colors to distinguish them (the color purity of balls must be high, otherwise the colors may not be distinguished when making materials).

5. Making materials

As a realistic work of the next generation, the material is actually good. However, we can still sum up some special experiences for scene coordination. For example, the materials of some props can actually be packaged into material balls and directly used on another prop with the same material. In addition, in order to ensure the harmony and unity of the final effect, communication between teams is extremely important, and you must not fight alone. After everyone completes the materials, Zhang Xiaole's children's shoes will be unified and coordinated.

When making materials, we carry out the concept of making the volume first and then making the details. After all, it will be easier to get the result by adding details after measuring it. I will first separate several materials and create several large layers to choose from. It is worth noting that the relationship between things is covered and dirty, because they are done separately, sometimes they forget the whole and indulge in the individual, and they need teammates to communicate back and forth and give directions to each other. When the material is almost the same, I will sharpen it at the top to make the details more obvious, that is, create a new layer and add a sharpening filter to change the superposition method.

6. Translation

First of all, the file arrangement must be done well, otherwise the mapping will be extremely chaotic and the work cannot be carried out. Qualified file arrangement can make the rendering work twice the result with half the effort, and it is more convenient to replace the map later, otherwise the team leader will blow his head off.

With the lesson of blood rendered by the previous high model, I decided to find another way and go directly to UE5, so I studied UE5 for a week.

The above is the operation demonstration process of zbrush making realistic 3D scenes. Zbrush is not so simple to use, and it is more effective to study with courses. There are all kinds of zbrush courses waiting for you.