ZBrushCentral

Challenge of Ultimate Accuracy-Simulating Zhao Liying


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Making materials of Zhao Liying. We will make this 4K texture from scratch, which includes four basic/highlight/replacement/sss maps as a whole, because the star’s skin is very good. We did not intentionally increase the effect of chloasma, which would destroy a lot of aesthetic feeling.

Surface texture

Previous drawings are very fast. We made a superfine texture of skin through Substance Designer. There are many hand-painted blood vessels. Various changes have been made before and after. The deep and surface texture can be enlarged infinitely through the powerful display function of Substance Designer. Texture has been revised for 49 editions.

High gloss material

By replacing the map, we can easily get the texture of high light, where there is no highlight, and then the part of the lip and eye shadow is controlled. The adjustment work has been done for a long time, and we revised it 27 times in the last edition.

SSS material

This is the simplest texture, through Substance Painter calculation, we can get a good volume structure, such as the thinnest ears, nose and lips have SSS effect. If we control the SSS parameters, we will get a good SSS effect. We only made 4 versions of SSS maps.

Eyeball Material

The modification of 39 edition eyeball material has created the real eyeball feeling. This eye should be the most place to do. A little problem will bring untrue phenomena. We control the relationship between white and black eyeballs and lens. Here we use a unique method to separate black and white eyeballs, and the lens and white eyeballs are connected together. Good results have come. I strongly recommend that you also use this method.

About Hair

Using the default hairsystem of 3dmax, 120,000 hairs and 200,000 hairs, as well as tens of thousands of eyelashes and eyebrows, are all made by this system. It brushes quickly.

Many people do not understand the default hair system, which is advanced in grouping, length control, suitable for making large hair. It won’t be too much of a problem. To be sure, the 3DMAX hair system contains the skeletal system expression system, which is very stable. There are few crashes in the use of 3DMAX hair system. Maya is relatively unstable. This hair will not be much worse than xgen if used well.

Hair material is Arnold’s basic material, using gloss/highlight/sub-surface three-layer highlight, to bring a more layered texture.

On Polygons

The polygon in the figure below is the final polygon. Although many of them are not difficult to adjust, we can import these transformations through the ZBrush layer and adjust the expression for minutes. So high polygons are the current standard.

About likeness and dislikeness and good-looking degree

After a long period of adjustment on this issue, the final problem is whether it is as good or better. Ultimately, we prefer to look good, but also hope to increase everyone’s favor. After all, no matter how ugly it looks, it’s not attractive.

About polishing

We used an HDR map as the ambient color, and then hit the main light / backlight / top light / reflector respectively. Lights are large circular light panels, which will project a more realistic sense of shadows and light.

On Rendering

With Arnold 6 level rendering, 4 K rendering lasted about 10 hours, compared with the time spent on hair rendering speed. Arnold’s grade increases exponentially. Level 3 is the default. Generally, there is no obvious mosaic.

insufficient

I heard a lot of friends say it’s like a doll. Maybe the main reason is that the skin is too clean, but Zhao Liying’s skin is really perfect, I have to say that the star maintenance is good. We’re just restoring reality. If you want to see more examples of patches of the elderly, I suggest you take a look at a head work.

I hope you can go beyond my work to make a better model. Here all the technology is released to you, I believe you can step on my shoulder to a higher level.

Write at the end

Technologies come regardless of whether Maya or 3DMAX or houdini. High standards are universal. A detailed model, a complete model, considering every detail, the direction of each bunch of hair, considering the role’s eyes, expressions, in the face contour of excellence, you can make eye-catching works. Finally, there is nothing difficult in the world just for those who have a heart. I hope you can calm down and do your work well. It will be of great help and benefit to you.

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