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How did I handle… Developing a 3D Production Pipeline for Render Time

I’m dividing the production process in the following 4 steps:
• Modeling
• Rigging
• Visual effects (VFX)
• Rendering
These are the tasks inside the Modeling phase:
• Sculpting
• Retopology
• Opening UVW
• Micropolygonal sculpture
• Displacement and Normal Maps
For the character, I’m sculpting from ZSpheres in ZBrush, Unified Skin, brushing basic details only, focusing on getting the proportions right, doing retopology using QuadDraw, and opening UVW in Maya. Reimporting into ZBrush and hand‑sculpting micropolygonal detail. I'm using VFX to populate most of the background, making the environment's modeling pretty simple, just a subdivided volume with some irregularities, sculpted in Zbrush, and exporting displacement and normal maps into Maya again. Take a look at procedural modeling here: https://www.3dartviz.com/skills/skills-3d/modeling/reconstructing-repairing-photogrammetry.html , this is an article dedicated to sculpting this character: https://www.3dartviz.com/skills/skills-3d/modeling/sculpting-modeling-human-body.html , sculpting a human head: https://www.3dartviz.com/skills/skills-3d/modeling/sculpting-modeling-human-head-rigging.html , modeling a mechanic character: https://www.3dartviz.com/skills/skills-3d/modeling/modeling-mechanic-character.html , modeling props for Augmented Reality: https://www.3dartviz.com/skills/skills-3d/modeling/modeling-prop-asset-xreality.html , and modeling props in general: https://www.3dartviz.com/skills/skills-3d/modeling/modeling-prop-asset-video-game.html

Blocking out with ZSpheres in ZBrush.

Adding basic detail with Dynamesh.

Making the sculpt live and using Maya Quad Draw to retopologize the mesh.

Environment complexity, animation and variety comes from VFX and lighting.

Environment complexity, animation and variety comes from VFX and lighting.