Creature Detailing for Production Model Refining and UV Mapping with Laurent Pierlot | 4.1GB
In this DVD, Laurent shares his techniques for detailing and refining the model he started in "Creature Modeling for Production". Using 3ds Max, Deep UV and ZBrush, Laurent demonstrates the pipeline he uses every day at Blur Studio to add final details to a high-poly model based on a Carlos Huante design. He discusses how to achieve clean UVs with Deep UV, and how he adjusts volume proportions in ZBrush. He also shows how to create alpha maps in Photoshop® and use them in ZBrush to easily add surface details such as veins, bumps and other skin textures. Finally, Laurent shows how to export normal maps from ZBrush using the ZMapper plug-in and how to use the normal maps and cavity maps in Max for a sample render with Brazil.
Preparing the Mesh to Unfold the UVs Using Planar Projections and Deep UV Adjusting Shapes in ZBrush Painting Final Details Using Alpha Maps in ZBrush's Projection Master Creating Custom Alpha Maps Exporting Normal and Cavity Maps with ZMapper
1. Cutting the Mesh and Unfolding UVs 2. Reshaping and Refining Volumes in ZBrush 3. Adding Final Details in ZBrush 4. More Detailing, Creating Custom Alphas 5. Exporting the Maps/Rendering a Sample Still