ĐIÊU KHẮC CHI TIẾT TRANG PHỤC NHÂN VẬT GAME

Bài nầy các bạn sẽ học:
_Cách chận cạnh cứng từ 3ds max sang zbrush
_Sử dụng Lazy mouse
_Tạo và sử dụng alpha để làm chi tiết
(Các bạn cần có kiến thức cơ bản về Zbrush. Có thể xem trước các bài zbrush trong mục Tutorials)

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17 Comments

  1. HelloSorry I’ve been meaning to check in here more often.Are you guys plnainng on doing cloth sim on the clothes? If so I would suggest having the polygons more evenly spaced and more square in their shape. And have supporting edges were the natural seams in the cloth would be. Also If it should be simmed it would be wise to experiment with polycount on the cloth. The polygon density and size of the polygons in the neck (in the character above) looks like it could work for the cloth.You could make a lowres with as clean and square topology as possible. Then subdivide that (and clean) and use that as your highres. And then sim the lowres and wrap the highres on top of that.If you’re not plnainng on simming it all above doesn’t matter that much. Although it’s always good to have evenly space polygons and have then as square as possible for better deformation.A good thing to think about as well is to have the meshes highres enough to work for the animators. If you rely on displacement on some areas the animators will come in contact with, it will be very hard for them to know where the siluette of the character actually is. So try and not change the volume of anything to much with displacement.Sorry this post was a bit rushed. Looking good so far guys!olle

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