Modelling: Hard-surface Asset

 


lDesign: 

The Silver Sachet is a sought-after accessory among aristocratic women comes from the Tang Dynasty. Originating from the Western Regions via the Silk Road, it not only symbolizes cultural connections between ancient China and the West but also showcases the unparalleled skills of Western craftsmen in engraving and burning techniques.


Choose the Silver Sachet for hard-surface asset modelling in Maya and ZBrush. Opting for this intricate accessory as a modelling subject shows the advanced techniques employed in digital media technology. While the texture surrounding the sachet may undergo changes, the fundamental structure remains true to the original, mirroring museum references for authenticity.

lProcess:

   nBasic modelling:

        The sachet comprises three key components: the bowl, two rings, and a distinctive skeleton design. This structure guides the advanced modeling process in Maya.

1. Bowl: Open Maya scene. Create a sphere and named it bowl. Choose the half face of the model and delete them. After that, choose another half sphere and use extrude to make the polygon thick. At the same time, add edge loop lines to ensure edges are not affected after smoothing.

2. Rings: Create the second sphere and choose its longest arc. Use Bevel Component to divide the arc into two arcs. Then, delete the faces except faces between the two arcs. Use extrude to add the rings thick as the inner ring. Then, change inner rings scale and rotation based on the images structure. After that, copy a new ring and follow former step to make.  At the same time, add edge loop lines to ensure edges are not affected after smoothing.

3. Lock: Create a cylinder and named it L1. After deleting circle sides, choose the rest of faces to extrude. Then, choose some rectangle faces to extrude. After that, Create another cylinder and choose one face for extruding. Then, add edges by insert edge loop tool especially the rectangle side. Then, choose some faces at the rectangle side of the cylinder and use circularize to change the faces into a circle. Change parameters and situation at the same time.  Finally, create a arc to make sure whether it through the hole of model L1. Then, select the circularizing face then the arc to extrude.

4. Rotate Machine:  Use former step to create, extrude and copy models. 

5. Chains: Use former step to create, extrude and copy models. 

6. Saboteurs: Use former step to create, extrude and copy models.

 

nSkeleton Curving:

    It is better to create components of the sachet before making the skeleton curving part. The sachet has a skeleton curving at its surface. In this case, use Maya for UV Mapping , Photoshop(PS) for texture then complete in ZBrush.

uModelling in Maya:

1. Create a sphere model and change its scale to contain the bowl and rings in Maya scene. Click UV -> Planar to measure mapping area.

2. Open UV Editor then turn the model into Edge. Choose the largest arc in the model and press Shift with right key of mouse to choose Cut to cut the UV Map. After that, turn the model into UV Shell in UV Editor, choose both UV shells then press Shift with right key of mouse to choose Unfold to expand( or click Unfold button on right side ). After changing maps location and scale, click image -> UV Snapshot Option to export the map in image format.  


 

uMake texture in PS: open scene with setting a white square layer as background in PS. Import UV mapping image into the scene. Then, import the skeleton curve grayscale image to the scene. Since the grayscale images background is not transparent, use quick select tool to select corner and click right key mouse to select Select Inverse to choose the texture. After that, click the right key again and choose Layer via copy to create a new layer. Copy the new layer and change their location and scale based on the UV map image. Finally, set the UV map image and the gray scale as unseen for export final texture. 

uTest texture & export model in Maya:

Before continue the process in ZBrush, it is better to test the texture quality in Maya to fix UV mapping so that there are less technical problems after testing.

1. Reopen the Maya scene and smooth the sphere model. 

2. Before testing, make sure the Unfold 3D plug-in is installed. If not, press Window -> Setting/Preference -> Plug-in Manager to find and install. 

3. Add standard surface to the sphere and then insert the texture by files path. 

4. Open UV Editor to fix details of UV Map. Click Unfold to change textures covering if necessary.

5. After that, export the model in OBJ format. 

uModelling in ZBrush: 

1. After open the scene in ZBrush, import the sphere model by Light Box. 

2. In Drawing condition, draw the model.  

3. In Alpha, import the texture and click Flip vertically(V). Then, click Brush Alpha at left side then press Ep to make texture.

4.  Click Texture Map to create a new texture in ZBrush. Then, choose the import texture with alpha so that the surface has initial texture. At the same time, click Ctrl  and D to make the model smoother. It is better to click Geometry -> SDiv to check parameter. If ignore it, it is hard to load when the parameter is high and it is no clear when the parameter is too low. In this project, set the parameter as 6 that can make the model more clear and more convenient in the next steps. 

5.  Click Masking -> Mask by Color -> Mask by intensity. Then, close Texture On in Texture. After that, click Ctrl and mouses left key to reversely select. 

6. Click Subtool -> Extract. Select Double and TBorde in Extract window then click Accept.

7. Click Ctrl and mouses left key to reversely select. Choose Deformation -> Inflate to change parameter then choose Deformation -> Polish Crispy Edges to make edges more clear. If let the result more effective, change material and take a look. (Inflate: -11, Polish Crispy Edge: 9) 

8. Export the project and import it to Maya.




nPolygroups

Due to the models polys are too many with details, it may have worse on look if use re-topology in Maya. It is better to use polygroups in ZBrush so that it will more convenient when the model make new UV in Maya after the previous step. 

1. Duplicate the model in Subtool then clean the mask in Masking. 

2. Go to “Geometry -> Smt+Suv+Divide -> Lower Res/SDiv to 1” to reduce the polys.  

3. Go to Polygroups and press Auto Groups with UV first and then press Group by Normals with default parameter.

4. Because the model has been automatically divided into three layers: outer layer + inner layer + skeleton layer, ctrl+shift+left mouse button to click on these layers and output them in turn. Then, export the model.

5. Import the model into Maya. After dividing layer and making the new UV Map for the model, combine the model as a whole model.

6. Duplicate the model and change its rotation. After that, import the rest of elements from other scene. At the same time, make these model in a good view for render. 

nTexture and material:

According to the models sample image,  most the elements color of the object are pure sliver except bowll. Therefore, make texture and material first and then combine models elements together after adding them. 

1. Open Substance Painter and new a project with imported model. 

2. Set SSS materials setting then use Silver Pure Brush to paint the model. 

3. Use the previous way to get bowl's material and textures.

4. Due to the sample, the rest of the elements materials and textures can use previous silver material and texture without any mapping.

nRendering:

The sample is an archaeological, historical and cultural relic, so the background of Anorld Render is a museum. Also, the light in the render area is warm which is similar as the sample image look.

1. Download the imaginable HDRI from website.

2. In Maya scene, create an aiSkyDomeLight and import the HDRI in its attribute.

3. Create AiStandardSurface and import models textures to build material. Then, add it the material into model.

4. Open Render window from Anorld and change aiSkyDomeLight samples based on render effect. Meanwhile, create models like table or shelf to make the view more like meseums display.

5. Export the Render image.

nShowing:

uTurntable setting

1. Turn the scene as Animation. Choose the model and XGen description while creating turntable camera by Visualize -> Create turntable. Meanwhile, set turntable cameras key frame range.

2. Turntable camera is shown by a group object. Select the object and press D and X key to change its location.

3. Go to Windows -> Animation Editor -> Graph Editor to turn the objects animation line from curve to line. So, the scene is turntable.

uWire frame

1. Open Render Setup. Set a layer and named it Wire frame.

2. Set a collection for the layer and added character model.

3. Set an override material and added it aiWireframe material. Then, change materials Edge Type as polygons.

4. Change the sampling setting like Camera(AA), Diffuse or Specular to change render setting

uUVs

1. Open Render Setup. Set a layer and named it UVs. 

2. Set a collection for the layer and added character model.

3. Set an override material and added it surfaceShader material. Then, change materials Out Color by importing UV image.

4. Change the sampling setting like Camera(AA), Diffuse or Specular to change render setting.

uExport and composition

1. Turn the Maya scene as Render, and open Render Sequence and Render Setting to set export file path, image sequence name, frame range and image quality.

2. Import image sequence into AE and composite them. After that, send them into Render Queue  then set file path and file name for rend

lReference:

nzbrush skeleton ball making (uv mapping tips)https://www.bilibili.com/video/BV1JV411C7Vp/?share_source=copy_web&vd_source=0fc565aefa4688ed90b0531b1ce1be65

 

n[zbrush tip] 2 minutes to learn how to make skeleton patterns. Super good!!!https://www.bilibili.com/video/BV1tN4y1G7Rf/?share_source=copy_web&vd_source=0fc565aefa4688ed90b0531b1ce1be65

 

nZBrush high precision model surface reduction operations, baking, normal mappinghttps://www.bilibili.com/video/BV1XW4y1a7ES/?share_source=copy_web&vd_source=0fc565aefa4688ed90b0531b1ce1be65

 

nMaya Teaching: Arnold Rendering Light Bulb Glowing]https://www.bilibili.com/video/BV1p7411r7Vi/?share_source=copy_web&vd_source=0fc565aefa4688ed90b0531b1ce1be65

nHow to realise SSS and transparency effect in SPhttps://www.bilibili.com/read/cv7988826/?from=search&spm_id_from=333.337.0.0

 



Comments