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8/2/2019 Modeling of the Dinosaur http://slidepdf.com/reader/full/modeling-of-the-dinosaur 1/9 When I am finished with modeling and adding details to my model I usually start exporting displacement and normal maps. Also, I am using displacement map to create diffuse, color map of the dinosaur. But that part is done in Photoshop. To create displacement map you have to do following things: You need to lower the resolution of the mesh to the lowest subdivision step you will be using in your 3D animation software Max/Maya etc. For instance, you might not be satisfied with the lowest resolution, since you are losing lot of information regarding scales and the final outcome is just not good enough. So, you might want to use second or even third step. In that case, you must delete lower steps, so that the step you would be using is the lowest one in order to be able to perform extraction of the displacement map. When you have done this, you need to press the cage button in the geometry dialog. If you have done everything right, your mesh would turn into the spiky looking thing. This is good.  Now, all you have to do is to go in the displacement dialog and press “create displacement” and depending on how big your texture is and how fast your computer is, either you will have displacement map or your PC would crash. If you want Normal Map, you can just go to the  Normal map dialog and press “Create Normal Map” and if you did everything as explained, it should work fine.  Note: The “texturing” method I used in my image “Carnotaurus Saestri” is completely different.

Modeling of the Dinosaur

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Page 1: Modeling of the Dinosaur

8/2/2019 Modeling of the Dinosaur

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When I am finished with modeling and adding details to my model I usually start exporting

displacement and normal maps. Also, I am using displacement map to create diffuse, color 

map of the dinosaur. But that part is done in Photoshop.

To create displacement map you have to do following things:

You need to lower the resolution of the mesh to the lowest subdivision step you will be using

in your 3D animation software Max/Maya etc.

For instance, you might not be satisfied with the lowest resolution, since you are losing lot of 

information regarding scales and the final outcome is just not good enough. So, you might

want to use second or even third step. In that case, you must delete lower steps, so that the

step you would be using is the lowest one in order to be able to perform extraction of the

displacement map.

When you have done this, you need to press the cage button in the geometry dialog. If youhave done everything right, your mesh would turn into the spiky looking thing. This is good.

 Now, all you have to do is to go in the displacement dialog and press “create displacement”

and depending on how big your texture is and how fast your computer is, either you will have

displacement map or your PC would crash. If you want Normal Map, you can just go to the

 Normal map dialog and press “Create Normal Map” and if you did everything as explained, it

should work fine.

 Note: The “texturing” method I used in my image “Carnotaurus Saestri” is completely

different.

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That’s it. I hope you have gained some knowledge on how to model dinosaur inside ZBrush

 by read all these steps. In the next pages you will have insight of my approach in creating an

illustrative image using photography, compositing and other trickery inside Photoshop to

achieve good looking imagery.

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This is the image I have used for the background. I am addicted to mountain biking, pic taken

 by my friend with sony R1 during one of our rides. I loved the foggy after rain atmosphere, so

I removed myself and made space for Dinosaur.

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Took some photos containing fern out of my personal library ( I am addicted to photography

as well). Later in process, I have “rotoscoped” ferns, so they fit nicely into final comp.

After exporting 5 different matCap material renders of Dinosaur to Photoshop, I started

arranging blending effects throughout these five aligned images, until achieving desired look 

for further work.

To get the acceptable final output I just played with the blending modes. I don’t have any

specific rules that I follow. You just play with it, changing them through layers and blendingmodes until you get what you want. So, tomorrow if I want to make another dinosaur, I guess

I am going to use completely different pattern in blending order.

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After having base done, I am duplicating this layer from which I paint spots and stripes on the

animal to make it look more natural. I avoided the clean look because I wanted to make it

look somewhat discreet, but at the same time vibrant.. Also, have learned from my pet,

 bearded dragon that some reptiles tend to change colors depending on how they feel

(happy/angry) or the outside factor like health, humidity or cold. So, the fun factor was to

imagine this dinosaur having number of color outfits.

This is the pow render, to clear how model looks from different angles.

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For the final pose I have tilted the model slightly upwards, because that angle looked better 

then the plain one.

After removing myself out of the equation, the background was ready for adding the elements

I’ve started with dinosaur, then two layers of fern reason I did two layers is, because later, I

added layer of shadows and second layer of painted evaporations and fog.

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So, now I sorted some things, it was time to immerse Carnotaurus into the woods. It

meant, I need to find a way on how to make this dinosaur appear as if he really in that woods.

First, I took the background, duplicated it and

then in blending mode chosen color burn mode.It made the forest much more… something.

That opened place for ever welcoming flare

effect of sun rays cutting through woods and

Carnotaurs head. I used gradient tool and after I

 just applied motion blur filter on it.

Somewhere along the way, I decided to flip the entire piece horizontally. In this point, thingslike fog, shadows and more blending in of the dinosaur were ahead.

Here I added some fog to fern’s along with shadow. If you notice that dinosaur is now lighted

 properly. This is achieved again through blending modes. I duplicated dinosaur and turned in

screen mode for the upper layer and then deleted with brush all logical places where I

supposed that light shouldn’t be at.

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Painting teeth’s and eye was easiest part.

Final moves were adding the feel of wet-skin and painting evaporations. The wet skin was

done again by duplicating, major dinosaur layer and then subtle deleting of some parts and

leaving some parts behind. Evaporation is paint job, took some time to get it properly done.

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