Then, we created more details for the model. We hoped for the final work to show extraordinary detail.

We created an exquisite belt, buttons and armour carefully. Then sculpted the pleats in the robe with ZBrush.

Then, we divided the UV for the model. It was a very complicated task for such character. Fortunately, we found Unfold3d which divided the UV automatically – and fast. We classified the UVs. Each object ID was in token of a UV set, taken into Unfold separately.

This image shows up how Unfold divided the UVs automatically. After UVs were divided correctly, we baked the lightmap using Vray. We used Lightmap instead of UVTemplate because Lightmap can show a better and more old-fashioned appearance. We also created a Dirtmap with the plug-ins in Max.

After baking, we wereable to see the details of the model through the Self-Illumination material in Max.

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