Create a Material> Diffuse > Bitmap> assign the color texture created by 3D Coat, activate ‘Show Shaded Material’ĥ. Select Unwrap UVW modifier> Edit UVs> Open UV Editor…, then you will see the work you have done using 3D CoatĤ. Select the object> RIGHT COLUMN> Modify> Modifier List> Unwrap UVWģ. Use Photoshop for textures color correction. To add more detail to your texture you can you Substance Painter, there are unbelivable tools here as ‘Paint with particles’ Allegorithmic – Substance Painter – Paint Texture If you paint only diffuse color you can generate normal and specular with just one click using ‘Bitmap2Material’ software. fbx and texture will be exported in the same folder You can paint here only diffuse channel, or diffuse + normal + specular. Run 3D Coat, into Wizard window select ‘UV Map Mesh’ etc… Remember that for games you have only one texture, usually 1024x1024px with all body UVW.ġ. Select the mesh> Export> Export Selected> name.fbx 3D-Coat – UV Mapping – Paint Texture Select the Mesh> RIGHT COLUMN> Modify> Modifier List> UVW Mapping Clear> RMB> Collapse All (remove old UVW)Ĥ. RIGHT COLUMN> Hierarchy> Affect Pivot Only> move to 0,0,0ģ. RMB over the Mesh name> Collapse All 3DS Max – Exportġ. In the end ‘Editable Poly’> Vertex> Weldĥ. ‘Editable Poly’> modifers ‘Mirror’> Mirror AxisX, check ‘Copy’Ĥ. ‘Editable Poly’> select the middle vertices> Make Planar X> Move command to X=0Ģ. – Remove Isolated Vertices (to clear the mesh) 3DS Max – Mirror the other sideġ. – Remove (remove the vertex without erase poly structure) – Use NURMS Subdivision (RMB over the Mesh name> Convert To: Editable Poly to collapse) The most used tools of ‘Editable Poly’ are: RIGHT COLUMN> RMB over the Mesh name> Convert To: Editable PolyĤ. If you start from a hires model you will need first retopo it using 3D Coat.Ĭonsider to generate normal + occlusion map here to use the detail of hi res mesh.Ģ. The low res character have a basic T pose and a structure suitable for animations. I have a small collection of 1.000 poly people, male, female, fat, old, cartoon etc… with a very basic poly structure, starting from here I save a lot of time. RIGHT COLUMN> Utilities> Polygon Count 3DS Max – Modeling one side Setup the Viewport: Shaded + Edged Facesĥ. Create one or more Planes of 1x1m to map the image reference of your character, you will resize it to 1,80m if your character is 1,80m heightĤ. Setup the scene with the System Unit Scale>1 Unit=1,0 Centimeters ģ. With this workflow every software are independent and I can change tools whenever. fbx format + bitmap textures, after that I reconstruct by hand shaders inside Unity or Unreal. To avoid plugins with fragile bridges I export using. The important is the file format you choose to exchange data. You can do the same with other softwares, for example using 3DS Max + MudBox or Maya + ZBrush and so on… I will use 3DS Max + 3D Coat + Substance Painter + Photoshop. Today I will write about my favourite workflow to create low poly characters for games.
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