Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

Sign me up to receive third-party emails from 3dtotal's partners, too!

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
Making Of 'Black Widow (Latrodectus mactans)'

| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(4 Votes)
| 101398 Views
| 1 Comments
| Comments 1
Date Added: 9th December 2009
Software used:
Keywords:

3. When you havefinished the sculpting, adjust the subdivision level of the model to the lowestvalue (Tools/Geometry/Lower Res button or Subdivision levelslider).

445_tid_image047=.jpg

Generating and exporting displacement map

The parts mirrored onto each other has to be hidden.

Tool/Displacement, using the following settings: DPRes (the size of the DMap to save): 4096, Adaptive Scan mode - this is an optimal setting that makes generating DMaps faster, while the resolution of the map will be good too (Zbrush will do more sampling at the more detailed and less at the less detailed parts), SmoothUV (in modo the UV of subdiv models are smoothed by default) and Create DispMap.

The generated DMap can be found in the Alpha menu, you can export it from here as a 16 bit tiff. 

445_tid_image049=.jpg
Before exporting it, you have to mirror it vertically (Alpha/Flip V). It's important to take note of the Alpha Depth Factor belonging to the alpha (Alpha/ALpha Depht Factor), because using this Depth-Intensity value can you configure the volume of the DMap in Modo.

445_tid_image051.jpg
You'll need a cavity map for the spider's material in modo. This is generated in ZBrush too:

1. Adjust the subdivision level of the model to the lowest value (Tools/Geometry/Lower Res button or Subdivision level slider), and hide the parts mirrored onto each other.

2. Launch Zmapper (Zplugin/ZMapper).

3. Click on Normal & Cavity Map tab, turn on Flip Image Vertically, adjust the resolution of the map using the settings of Samples and Subdivide, adjust Cavity Intensity, and click Create CavityMap.

445_tid_image053.jpg

The generated cavity map canbe found amongst the textures, and can be exported to the needed format(Texture/Export).

445_tid_image055.jpg




< previous page continued on next page >
 
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10
Related Tutorials

Leonard & Edgar – Making of

by Julien Kaspar
published on 2016-03-23

Keywords: Julien Kaspar, Blender, character, making of

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (3)
Comments 1 Views 4622

The Evolutionary Small Creature

by Hodong la
published on 2009-12-09

Keywords: evolutionary, creature, spider, scene, character,

Go to tutorial
rating star fullrating star fullrating star fullrating star nonerating star none (2)
Comments 0 Views 152098

Making Of 'Crustation'

by Ben Chung
published on 2009-12-09

Keywords: character, creature, monster, spider,

Go to tutorial
rating star nonerating star nonerating star nonerating star nonerating star none (0)
Comments 0 Views 12765

Black Pearl Treasure - Modeling Tutorial

by Domenico Selvarolo
published on 2011-04-28

Keywords: black pearl treasure, pirate, medallion, gold,

Go to tutorial
rating star fullrating star fullrating star fullrating star fullrating star half (11)
Comments 2 Views 137471
Readers Comments (Newest on Top)
avatar
Vince on Tue, 26 January 2016 7:03pm
Where did the reference images come from? I would like to use them to create my own model.
Add Your Comment