Fig.05
Once I’d finished
the ZBrush sculpt, I could then start extracting the normal map, using
Zmapper, and the displacement map using Displacement Exporter. You can
search the ZBrush website for a guide to using these tools – you will
find it quite informative and detailed! I used a new low poly mesh that
I modified from ZBrush, replacing the old low poly mesh. The reason
for this was that, with the more accurate low poly silhouette, I could
gain more accurate displacement and normal map renders. When I was
applying both the normal map and displacement map, I always made sure
to use tangent (Properties > Tangent) in the object properties, and I
also made sure not to forget to freeze the model after applying tangent
(Fig.06).
|
With regards to displacement (Fig.07),
I made a way to optimise the displacement render. (My friend helped me
to create a tutorial for this – the video can be found on his website
at: http://darkvertex.com/tutorials/fasterdisplacement/). Depending on
your object size, max disp. may vary; don’t hesitate to test the
numbers for something more than 10 – use your artistic eye! If it
appears to be “blobby” then it means you’ve used way too much; if you
don’t see anything in the render then that means it’s too low! We can
see the rendering results in Fig.08.
|
Because I followed
the previous steps in a specific order, I had the advantage at this
stage. I was actually able to recycle the normal map that I created (or
displacement), to create the colour map and specular map – and I could
even correct/add more detail in the normal map itself (Fig.09)! With crazy bump, you can easily convert the normal map into a high frequency diffuse map (Fig.10).
I used this map in Photoshop as an overlay layer, enabling me to get
instant details. I always make sure my Photoshop layers are organised
into groups, as this makes it easier for me to make changes or to add
additional paint. I also use a Photoshop file for each material (Fig.11, Fig.12, Fig.13, Fig.14 & Fig.15).
|
Rigging, Posing & Animating:
|
|
As previously
planned, at this point I needed to setup the bones and the weight of
the character, but I didn’t want to use rigging that was too complex (Fig.16).
Everything was simple as far as animating and posing went! Since my
character didn’t have too many polygons, it was easy to rig and animate
him. As long as the rig is well organised, it will be fun to play
with!
|
At this stage, I
rendered my character in my favourite pose. Basically, I separated the
renders into three passes: colour, occlusion and volumetric light. By
separating these renders I could adjust the final compositing, either
in After Effects or Photoshop.
The lighting
technique itself was pretty simple. First of all I adjusted the key
light, rim light and other light using a directional light, with the
shadow only appearing on the key light (Fig.17). I also needed light to come from his weapon, as well as a flash light mounted onto his armour.
|
After my test
renders and several adjustments, I had the final look of my character. I
then took it into Photoshop for the final adjustments where I added
the background, which I played with by experimenting with the colours
and the mood. I love to create a stylish look, just like comic cover
illustrations. I tried to search for free textures, like those from
cgtextures.com, to achieve caustic dust effects on the background.
After several adjustments and mixing layers, I finally achieved the end
result (Fig.18).
|
Don’t be afraid to
play with colour style and materials! I always keep myself open to
playing with the style of my work, as long as it looks natural, with a
balanced composition, and is comfortable on the eyes.
|
|