Monday, October 22, 2018

Create a simple Organic Model


Fishy # 04


Here is the reference I used to make my model. I picked the fourth fish.


I blocked out the model in Maya.


Here is the wireframe.


I imported the model into Zbrush.


I sculpted the body of the fish first.


Here is how the model looked once I finished the body.



I then sculpted the eyes and teeth. Since I planned to mirror the teeth and eyes I only did sculpted half of them.



I exported the model out of Zbrush as an FBX and brought it into Maya to retopo the model. I used the Quad Draw to retopo the high poly model. To do this I select the high poly and make the object live.


I UV half of the model and save a selection set for half of the model. Then I mirror the model and delete history. I then saved the file. I select half of the model with the selection set and offset the UVs by 1 with the transform tools in the UV editor. I did this so when I brought the model to Substance Painter it would bake the textures properly. I wanted to have as much texel density as posible when I painted this texture.


Here is how the texture looked when I finished in Substance. I then took my maps exported from Substance Painter and combined them quickly into one map in Photoshop. I also packed the ao, roughness, and metalness map into a targa file. I added more details to the normal map in Photoshop and tweeked the maps to my liking.







Here is how the model looks in Unreal with the material and simple lighting. Auto exposure was turned off so I could control the lights.

I adjusted the lights in Unreal because the scene look too dark on my school monitor's and on my laptop when I tested the scene.


Here is the wire frame view in Unreal. To show it off I rendered out the wire frame template and screened the layer over a fill layer I liked and saved it out as a diffuse texture. In Unreal I added a Switch node to the Albeado so I could easily swap out between the two textures.


Here is the material set up.


Here is the final render.

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