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The making of Happy Birthday!

By Lin Zhang

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Date Added: 26th March 2014
Software used:
3ds Max, ZBrush

Step 4: Scene model

After completing the basic models, I began to focus on the scene. Most of the models had no specific use and were created using basic modeling techniques. I twisted and adjusted everything manually – which was a very interesting and imaginative experience for me. I also encountered lots of difficulties at this stage for 2 main reasons: I wanted to go for an 80s Japanese style and a windy environment; and because there were so many objects, I'm afraid I can only share a few of the screenshots here.

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Step 5: UVs & model optimization

The next stage was to take care of the UVs, which I actually carried out during the modeling stage simultaneously. I mainly used the great UV software: UV Layout and Unfold3D for UV-unwrapping. In order to save production time for the scene models, I used the ZBrush UV Master tool, using it to copy the UV information from low-level models to high-poly models, as shown below.

1853_tid_5.jpg
 
1853_tid_5b.jpg
 


Step 6: Lights and basic material

When the models were complete, I took everything into 3ds Max and began to carefully adjust the lighting to create some default shaders for rendering tests. I used V-Ray for lighting and materials; this step was very time-consuming because I needed to test the rendering repeatedly until it achieved a satisfactory result.

1853_tid_6.jpg
 

Step: Materials & mapping

After lighting and basic colors had been set up, I began to create the character and object textures. I mainly used the VRayMtl shaders to simulate normal objects, using VRayFastSSS2 to simulate objects with an SSS material effect, such as skin, cream and juice. Because there were so many objects in the scene, the final number of textures was more than 100. Here is a breakdown of the character textures and materials.


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1853_tid_7b.jpg
 
1853_tid_7c.jpg
 




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Readers Comments (Newest on Top)
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(ID: 280911, pid: 0) Strob on Fri, 13 June 2014 4:06pm
wow! Very powerful image! I woul d like to see an animation of it. Hope to find a link to Lin Zhang new portfolio since cghub is dead... To answer Eodeo, Maya was probably used just because the artist was more familiar with it but 3ds Max has more tools, power and ease of use when it comes to modeling.
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(ID: 265131, pid: 0) Eodeo on Tue, 01 April 2014 3:30am
What are advantages to modeling in Maya? I guess it has some to do it there and then transfer everything in Max.
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