✅ Больше лайфхаков по 3d на канале t.me/Nosik3d Видео даёт краткое представление о двух возможных способах моделирования складок на мягкой мебели в 3d графике Это, конечно, не урок:) Но если есть вопросы, с удовольствием отвечу.
Пікірлер: 25
@dianatwix51042 жыл бұрын
Супер! Коротко и понятно, спасибо.
@Tim_Moore3 жыл бұрын
Здорово! Благодарю за обзорное видео. Стоить углубиться в Зебру.
@neumann1940 Жыл бұрын
I've tried both ways but i have to admit , it depend on the object itself , as for simple folding objects like couches it's not really difficult to use Substance of Zbrush - but if you are modeling a heavy object like a Suit for example then it's crucial to model the folds vertex by a vertex plus adjusting peel mode every step because the UV map will be stretchy every single time and deformed !
@rakic38692 жыл бұрын
Amazing work 👌🏻
@infinitiy50692 жыл бұрын
nice
@osamaali50282 жыл бұрын
Thanks for the video,I have a quetion, why did u export the mesh from 3ds max with turbosmooth disabled?
@evgeny.nosik.3d2 жыл бұрын
Thanks for the question! I always try to save as lowest polycount of the mesh, as possible. For many reasons: it's easier for further editing, less weight of the file, faster viewport.. I add several division levels directly in ZB, and when the folds editing is finished, I bake displacement map to the lowest level of the mesh, so it is ok if I set this map as bump to the lowpoly geometry in Max
@MuhammedAli-go4li7 күн бұрын
Don't you automatically increase the polygon count when you put it in Zbrush? I think doing it manually seems more logical, even though it takes a long time. Thank you for sharing with us again.
@evgeny.nosik.3d6 күн бұрын
@@MuhammedAli-go4li first I increase the polycount to reach more detalisation, but then I bake folds on lowpoly, so it saves "low-poliness" of the model
@MuhammedAli-go4li6 күн бұрын
@@evgeny.nosik.3d yes I got you. I meant the one for zbrush. For Zbrush, it is necessary to keep the polygon count high. Even though it takes longer to do it in 3ds Max, it seems more logical
@dilveersingh99632 жыл бұрын
Could you please also share a tutorial of this vray scene and material and lighting with render settings..
@evgeny.nosik.3d2 жыл бұрын
Hi! About studio and render setup - it is very simple, I tried to show everything on one screenshot below Curved background with white material, 3 lights (their position and rotation changes a little for every current camera, use preview), and HDRi for reflections only. And very similar to defaults Vray settings. IM + LC as GI, reinhard as Color mapping and bucket mode with Vray Lacroz Filter drive.google.com/file/d/1o9on_hKsySY-R_KEZQrDm35NfVF9_nnZ/view?usp=sharing I guess, similar studio you can download on 3dsky.org as a sample render studio in "upload model" menu. This is more or less same principle
@user-el2xh1we6q2 жыл бұрын
А можете, пожалуйста, поподробнее рассказать про второй способ?
@evgeny.nosik.3d2 жыл бұрын
Да, конечно. Я сделал развертку подушки и экспортировал ее (подушку) в zbrush. Добавил пару уровней divide, чтобы уплотнить сетку. Далее кистью "скульптил" сами складки. Есть такой набор готовых альфа-кистей с разными формами складок - ими делать гораздо удобнее, быстрее и реалистичнее, чем каждую складку моделировать вручную. Возможно, сейчас таких наборов в сети уже много. Когда готово, вернулся на нижний уровень divide и сгенерировал displacement map, то есть текстуру самих складок. Zbrush генерирует ее без проблем по нажатию соответсвующей кнопки в меню (create displacement map). Далее я экспортировал подушку обратно в макс вместе с картой displace и назначил ее в слот bump на материале подушки. Там есть только один нюанс, макс и браш по-разному видят мапинг, поэтому карту displace надо после браша открыть в фотошопе, отразить по горизонтали (кажется. Либо по горизонтали + вертикали, точно не помню) и сохранить. А иначе складки будут не на тех местах. Собственно, всё)
@hamidrezasalami46202 жыл бұрын
Way 1 is slower but gives you more realistic result comparing to way 2, my question is when using way 1 an made all cut lines which edges should be selected and move?!
@evgeny.nosik.3d2 жыл бұрын
Well, it is very good question about edges selection. It is more creative process, there is no instruction, however, intuitively I move one edge a little bit up, next one - a little bit down (or leave it how it is). Also, sometimes I can move not an edge but only a vertice to get some irregularity. I guess, this becomes more clear with some practice, that's all ) I tried to show it on screenshot below: drive.google.com/file/d/1rdea7NAIkGeOqGQx_ENWVhNYlyFekmmC/view?usp=sharing
@hamidrezasalami46202 жыл бұрын
@@evgeny.nosik.3d Thanks :)
@minds4game Жыл бұрын
Which method do you use more often ?
@evgeny.nosik.3d Жыл бұрын
The second one) I'm lazy for the first
@minds4game Жыл бұрын
@@evgeny.nosik.3d Do you ever use Marvelous Designer for cushions like that? I have been messing with it but it seems like it'll take longer. Going to give Zbrush a try.
@evgeny.nosik.3d Жыл бұрын
@@minds4game I always make pillows in Marvelous Designer, but cushions almost always in 3ds max, or 3ds max + ZBrush, if I need to draw some folds
@truthseeker98816 ай бұрын
Can you share these alphas please?
@evgeny.nosik.3d6 ай бұрын
well, here they are! www.turbosquid.com/FullPreview/902802 as far as I remember, I used those small previews and it was ok. But you can try to find a full version
@Natali-up4wg Жыл бұрын
можно по второму способу более подробнее?
@evgeny.nosik.3d Жыл бұрын
Здравствуйте! На 3 комментария ниже Вашего ответил про второй способ. Если останутся вопросы - задавайте!