'ZBrush'


Making Of 'Enforcer'

by Olli Sorjonen
 


I modelled the pistol, grenades and knife with the same kind of approach. Weapons were UV-mapped in the same fashion as the other objects (Fig.11 – detailed weapons).


Olli Sorjonen, Enforcer, ZBrush, Silo, Photoshop, Character, Creation, Modeling, texturing, Lighting, Sculpting, Rendering
Fig.11

Detailing the Meshes:

The fun part began here! I exported all of the parts separately and sculpted all deformations and shape details in ZBrush. When I was done with the detailing, I baked the displacement maps in ZBrush and applied them directly to level 0 or 1 subdivision of the base meshes in 3ds Max. I painted away any baked artefacts in Photoshop (Fig.12 - detailed character clothing geometry).


Olli Sorjonen, Enforcer, ZBrush, Silo, Photoshop, Character, Creation, Modeling, texturing, Lighting, Sculpting, Rendering
Fig.12

Texturing Fabrics & Mechanical Parts:

First I set up a temporary scene where I baked AO maps for parts that I thought would need them (Fig.13 & 14 – AO & baked).


Olli Sorjonen, Enforcer, ZBrush, Silo, Photoshop, Character, Creation, Modeling, texturing, Lighting, Sculpting, Rendering
Olli Sorjonen, Enforcer, ZBrush, Silo, Photoshop, Character, Creation, Modeling, texturing, Lighting, Sculpting, Rendering
Fig.13
Fig.14

I started with the fabric for clothing and accessories, as I felt this would be the hardest part to get a nice looking material that would work fine in close-ups, too. I started digging my closets at home, looking for various materials that I could scan – camera bags, old military belts and T-shirts. I then scanned them in at high resolution, after carefully flattening and tightening the material under a large book. This way I was able to get very neat textures that had even lighting and no lens curvature, blur or optical artefacts (Fig.15 – scanned textures).


Olli Sorjonen, Enforcer, ZBrush, Silo, Photoshop, Character, Creation, Modeling, texturing, Lighting, Sculpting, Rendering
Fig.15

Next I made the textures tile-able. After this I made normal maps and displacement maps for the canvas materials in CrazyBump (beta version – I really need some money to buy the final version!). Stitches and dirt were made with separate texture layers so that I could achieve good, detailed fabric patterns in close-ups too, without wasting too much memory (Fig.16 – stitch setup; Fig.17 – stitch map setup, similar for colour, displace and other channels; Fig.18 – textures for mechanical parts).


Olli Sorjonen, Enforcer, ZBrush, Silo, Photoshop, Character, Creation, Modeling, texturing, Lighting, Sculpting, Rendering
Fig.16

Olli Sorjonen, Enforcer, ZBrush, Silo, Photoshop, Character, Creation, Modeling, texturing, Lighting, Sculpting, Rendering
Fig.17

Olli Sorjonen, Enforcer, ZBrush, Silo, Photoshop, Character, Creation, Modeling, texturing, Lighting, Sculpting, Rendering
Fig.18



Gothic_Church


Texturing Skin:

Colour textures for the skin were created in Photoshop, mostly painted, and I also used some noise and skin patterns from photo material (Fig.19 – head textures). The majority of the skin details originated from the displacement map of the head, which I processed with levels, and after that I ran a high pass filter on it to get neat skin details. I then overlaid this image on top of a pretty low resolution colour layer. This saved me the hassle of creating a bump map, too, as I used displacement to render all the high frequency “bump” details (Fig.20 – head displacement map).


Olli Sorjonen, Enforcer, ZBrush, Silo, Photoshop, Character, Creation, Modeling, texturing, Lighting, Sculpting, Rendering
Fig.19

Olli Sorjonen, Enforcer, ZBrush, Silo, Photoshop, Character, Creation, Modeling, texturing, Lighting, Sculpting, Rendering
Fig.20

Page 2

Your rating:  
  Rating: 4.36, Votes: 11 
Nawras on Tue, 21 September 2010 9:41pm

very nice

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