ZBrush character modeling tutorial: How to make an officer character model in ZBrush?

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ZBrush to create an officer role model steps:

1, model reference

This project is to create a commander's role for the HellLetLoose game. game to create the Commander character.HellLetLoose is a team-based multiplayer shooter that focuses on historical authenticity and immersion. The Commander is one of 14 roles that players can play. Eleven of these are infantry units: from machine gunners or snipers to medics and engineers.2 roles are tankers, 1 of which is a commander.

Commander characters are relatively rare and recognizable, but you can't make more than one uniform for a character because of its rarity. So a raincoat was chosen for the commander character, which is relatively rare but recognizable. For the Commander's outfit, use a generic holster for a Nagant or TT pistol, a leather sling and tablet for an officer, binoculars and a case.

Most of the elements are made for infantry characters, as the commander character is the last one. No concepts are needed, but small sketches need to be created to get an idea of what equipment each character will use.

2 Face Modeling

Faces can be custom made, and the game HellLetLoose uses the original faces from the 3DScanStore, unchanged except for the optimized mesh.

When it was necessary to create veteran faces for Germany and the United States, adjustments were made to the original models. For most of the new faces, which can be recognized as 3D scans of the source images, most of the work boils down to finalizing the textures.

Starting to work on faces for Soviet commanders, one wants to try a more in-depth process. Head scans with retopology from 3DScanStore can be used here, and they get better processing with minimal scanning artifacts, almost symmetrical, and also good micro-detail and albedo.

For reference, photographs of Soviet soldiers during the war were used. It was not to achieve a likeness of the portrait, but to convey a generalized image. Since the fine details are all present, it is possible to focus on medium and large details. Move and Standard brushes were used for this purpose, and sometimes DamStandard was used to mimic creases.

3 Uniform Styling

Uniforms are made in MarvelousDesigner, the pattern for the raincoat could not be found so the officer's coat pattern was modified to create the dress. Uniforms are best made in MarvelousDesigner to avoid extra work in ZBrush. For the pants, use the same type of breeches as the infantry and change the texture.

Use MarvelousDesigner to make backpacks, pouches and rolls.

For the harness, tablet, and other elements, create the base model in Maya, then add details in ZBrush.

Use the Standard and Move brushes in ZBrush to adjust the shape and add some big dents, then use some brushes to make edges and add seams and stitches, and some brushes for leather texture or small folds in the fabric.

4Topology

No need to re-topologize, the HLL model is relatively light and within 35K triangles, no major problems.

5 Texturing

After baking, the texturing began. The head is made in a large package, using the same project and simple changes to albedo and mesh mapping to adjust the rest of the layers. In addition to the program layer that adds detail based on the baked texture, contains layers for dirt, scars and bruises, and stubble added by stray use of the brush. Also contains layers that add a base color to the face, blue at the bottom, red in the middle, and yellow on the forehead.

For the raincoat, make a new material: rubberized fabric. The rest of the materials, such as the brass for the buttons, the leather for the boots, the fabric for the breeches, and the collar for the corseted tunic, are borrowed from the smart materials of the game's infantry model.

Equipment mapping and mapping work for all characters was done in an integrated fashion. Equipment mapping was initially done in such a way as to preclude, if possible, the retexturing of the same equipment items for different characters. As a result frequently used elements are arranged compactly and can only overlap with specific and rare elements.

Due to this mapping method, elements such as tablets, binoculars, binocular housings and holsters were textured using ready-made textures for infantry officer and tank commander equipment. Finally smart materials are added for the belts and straps, as well as copper for the buckles.

6 Final Rendering

The first HLL models to be released on ArtStation: the GermanAssault and AntiTank in winter uniforms as a backdrop, with beams of spotlights used to emphasize the military environment: two crossed lights for Germany, and V-shaped blue lights for the US. But then were asked to replace the V-shaped beams with something else, as some people started to see them as renders for another game instead of HellLetLoose.

For the Soviet Union renders, it started with the idea of the beams, but some changes happened later. Inspired by Soviet war posters, then images of BM-13 rocket launchers "Katyusha" firing in unison.

Added two cylinders with a fog gradient to control the background color inside the MarmosetToolbag. Place the headlights so that they are noticeably weaker than the side lights.

Finally obtaining a rather spectacular render of the in-game model, the Commander character was created. Designing the entire character and uniform for the USSR was a lot of fun, with a range of historically realistic equipment choices, mapping and texture optimization, and more in-depth facial work.

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