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In part 3 of the "Warrior" tutorial series, Ranjit Rhana will take you through the process of UVMapping the character using Headus UVlayout and Maya, and give you an overview of his sculpting workflow using Zbrush.
In this part of tutorial, I'm gonna start with the UV layout of the character, here I'm working with Headus UVLayout for unwrapping, but you can choose any application for it. To start, run Headus UVLayout, click on the "Load" button and select the .obj file we exported from the Zbrush in the last part.
Click on the "Display" button, and select "Free" from the window that comes up. Now you'll be able to navigate freely in the viewport of Headus UVLayout.
Press "2" on the keyboard. Now since the model is symmetrical I'm gonna turn the "Symmetry" option on, so click on the "Find" button highlighted below.
Click on the center segment of the model as shown below. And then press "Spacebar" on the keyboard.
Now you'll notice half of the model turns grey in color, now whatever you do on the one side will automatically happen on the other side of the model as well. This function of turning the symmetry ON, only works if model is symmetrical.
Now navigate near the neck area and place the mouse pointer on the segment where you want to cut the head, and press "C" on the keyboard. This will cut through the whole loop of the neck.
Press "Enter" on the keyboard (make sure the mouse pointer is on the head first,) and the head will separate from body.
Using the same technique, cut and separate the head again as shown below and press "D" on the keyboard to drop the mesh into the UVLayout Editor. (Again make sure your mouse pointer is over the part of the mesh you wish to drop, before pressing D.)
Press "1" on the keyboard, and you'll enter the UVlayout editor window. Press "Shift+D" on the keyboard and then press "Spacebar", let the UV shell adjust and then press "Spacebar" again.
Since we've turned Symmetry on, if you put the mouse pointer over one half of the UV shell and press "S" on the keyboard the opposite half will automatically become symmetrical. At some places where UV's are getting tangled, you can fix them manually by pressing "Ctrl" on the keyboard and moving it using the middle mouse button.
This is what you gonna get after fixing the face’s UV's.
Using the same techniques separate the other areas of the body according to the UV layout you wish to make for your model. In case of my model, I’ve separated it as shown in the image below.
A view from back.
This is the result I have in the UV layout editor after flattening the UV's, save the file.
One done, Export the model back into Maya.
Now in Maya, go to Window>UV Texture Editor to open the UV texture editor.
This is what you gonna see in the UV texture editor. As you can see the UV's shells match the result we had in UVLayout.
Arrange all the UV shells in the texture page, make sure you don’t have any of the UV shells overlapping and all the shells should be arranged in the upper right quadrant of UV texture editor. Once done, export the model out of Maya as an .obj.
And Import it back into Zbrush.
Now navigate to the "Texture Map" options in the Tool menu, and click on the "New from UV check" button. Once the model gets imported into Zbrush the UV's gets flipped vertically.
Zbrush is gonna check the UVlayout of the model and generate a texture map based on the UVlayout. If you have any problems with the UV's (i.e., overlapping etc.) Zbrush will highlight them in red, as shown in the image below.
If you have overlapping, take your model back into Maya and fix the problem there, and then bring it back to Zbrush. Check the UV's again by clicking on "New from UV check".
Once you are sure your UV layout is good enough, go to "Polygroups" in the Tool menu and click on "Auto groups with UV".
Zbrush will then create polygroups according to the UVlayout. Now you’ll be able to hide/unhide parts of the mesh by Pressing "Ctrl+Shift" on the keyboard and clicking on the created polygroups.
Now press "Ctrl + Shift" on the keyboard and click on the face, to start adding details to it. Also press "X" to turn on Symmetry, on the X-axis.
Select the "ClayTubes" brush and change the alpha from square to circular (Alpha 06). I find ClayTubes, a great brush for defining volumes.
Keep using the "Smooth" brush (by pressing 'Shift', while using any brush) while defining the volumes. And this is where it’s at after adding some detail to the face.
Now I’m going add eyeballs to the mesh, select "Sphere3D" from the Tool menu and convert it to "Polymesh 3D". The Sphere will replace the Face model on the canvas.
So select the Face model from the "Quick Pick" menu to get it back.
Now from the "SubTool" options in the Tools menu, click on the "Append" button and select the Sphere from the Quick Pick menu.
Select the "Sphere" from the SubTool menu and click on the "Activate Edit Opacity" button on the tool bar as highlighted in the image below. Now everything on the canvas accept the selected mesh (sphere) will become transparent.
Select the "Transpose" tool (Move, Scale, Rotate) and arrange the eyeball in the proper place.
Fix the area around eye.
Click on the "Clone" button (highlighted in the image below,) make sure the "Sphere" is selected in the SubTool list. Now you’ve created a clone of the selected SubTool in your quick pick menu. Append it using the same procedural as in step 30.
Now go to "Deformation" in the Tools menu and click on the "Mirror" button, make sure only "X" is highlighted on the button, as shown below.
Now that you have both eyeballs placed inside the head, start giving the face more detail.
After few steps.
Select the "Pinch" brush, this is a very good brush for defining the edges, as in our case for edges of the lips.
After defining the edges of the lips.
Using the "Claytubes" brush again, add some strokes for the beard.
Once you’ve added enough strokes for the beard, select the "Magnify" brush.
Use the Magnify brush to increase the length of beard, as shown in the image below.
Detailing on the ear. For continuous, more precise brush strokes you can turn on the "Lazy Mouse" option by pressing "L" on the keyboard or from the "Stroke" menu.
Press "Ctrl+shift" and click on the canvas. The head will now be hidden and body will appear on the canvas. Start sculpting the body same way.
These are some of the reference images I’ve used for the body.
And this is what I got after sculpting more detail on the body.
Here is a view of the back.
Here is the result after I did some more detailing on the head.
For the hair select "Alpha 44 or 45" with a "Standard" brush. Press "L" on the keyboard or turn on "Lazy Mouse" from the stroke menu, and add more detail to the beard.
Here’s the head after some more detailing.
And this is what I got by the end of this part of the tutorial.