3D Model – Vin Diesel
Title: 3D Model – Vin Diesel
Info:
Formats:
.obj
.mtl
.FX
Model ripped from the original sculpt by Sandeep VS Webgl low poly version of Vin Diesel likeness, the original texture maps are included. Please give credit and respect the awesome ZBrush sculpting skills of Sandeep VS for his exceptional work of art.
Secondary level facial skin detail sculpting for HD close up rendering, extracted to 4k 8Bit Gray scale and 32Bit exr displacement maps optional to suite your preferred render engine type. 8Bit displacement scale is recommended at 0.004 and the 32Bit displacement scale was created at 1:1 scale based on the size of the model in this release. So for those of you that are new to 3D, this means that as long as you don’t resize or change the models scale after import into your preferred 3D renderer/editor, then the displacement will remain accurate.
Other than adding the veins on the arms I have not created any other details, after applying the original normal map to the arms as a bump/displacement. I then extracted a 4k 8Bit Gray scale and 32Bit exr displacement map so you have the option to use them for your renders rather than only a normal map. And the same goes for the vest…
The rip of the model was tricky and the result had several errors that affected the general UV mapping and the topology. So I had to recreate some items and then repaired the rest. Recreated the diamonds and gem claws for the pendant. Teeth replaced are from the Daz3D Gen3 base topology as is the eyes. Created new 4k defuse/color maps and 8Bit displacement maps for them. Modified the defuse/color maps for the arms and head.
Created stubble hair/fibres for the head in Zbrush and exported as polygonal topology for easy rendering without the need for any hair plug-ins in any render engine you want to use. Each hair has a low poly count but unfortunately because of the quantity of them your scene poly count will go up quite high if you use them.
3D 模型 — — 塞尔
标题 ︰ 3D 模型 — — 塞尔
信息 ︰
格式 ︰
.obj
.mtl
.外汇
模型从原始翻录造型桑迪 VS Webgl 低聚版本的 Vin 柴油相似,原始的纹理映射都包括在内。请给信用和尊重令人敬畏的 ZBrush 雕刻技巧桑迪 VS 他特殊的艺术作品。
中等水平的面部皮肤细节雕刻为 HD 关闭渲染,提取到 4k 8 位灰度缩放和 32 位 exr置换贴图可选套件您首选呈现引擎类型。8 位位移规模建议在 0.004 和 32 位位移规模在 1:1 比例的基础在此版本中模型的大小创建。所以对于那些你对 3D 来说是新的这意味着,只要你不调整大小或更改模型规模后导入到您首选的 3D 渲染器/编辑器,然后将位移准确。
除了武器增加静脉我没有创建任何其他详细信息后将原始的法线贴图应用到凹凸/位移作为武器。我然后提取 4 k 8 位灰度缩放和 32 位 exr 位移映射使您可以选择要用于你的渲染,而不是只正常的地图。和同样的背心...
模型的 rip 是棘手和结果有影响一般的 UV 映射和拓扑结构的几个错误。所以我不得不重新创建一些项目,然后修复其余。重新创建为吊坠的钻石和宝石的爪子。替换的牙齿从 Daz3D Gen3 基本拓扑是正眼。为其创建新 4 k 化解的颜色映射和 8 位位移映射。修改武器和头检测消除色表。
创建的茬头发/纤维头在 Zbrush 和导出为多边形拓扑容易渲染而无需任何头发插件在您想要使用任何渲染引擎。每根头发都有低聚计数但不幸的是因为他们的数量你场景聚计数会上升很高如果你使用它们。