3D Stylized Props Part 1 Romain Durand PDF

Title 3D Stylized Props Part 1 Romain Durand
Author Fae Rivers
Course Production Modeling
Institution Full Sail University
Pages 24
File Size 1.6 MB
File Type PDF
Total Downloads 16
Total Views 162

Summary

summary of techniques made by the class head....


Description

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Stylized PBR Props Modeling and Sculpting

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Introduction  Hello and welcome to this tutorial where you will learn how to do a stylized PBR box, this tutorial will show you in 3 parts how to model, sculpt and texture completely an asset. Please note that this is my way of doing it, but tons of ways exist in order to achieve the production of a stylized props, things could be improved and i’m far to know everything.  This tutorial will help you understand how to stylized an asset, from its shapes to the colors, how to synthesize it in order to have something clean and nice looking. We will be using softwares such as Maya, Zbrush, Marmoset, Substance, Photoshop and Unreal Engine.



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Stylized PBR Props Modeling and Sculpting

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Modeling    Usually before starting my modeling, I try to define from the concept what elements I’ll need, some that may be repetitive, or that are the main shapes. Since I’m doing a simple props here, I had no concept and went immediately toward modeling the shapes that I had in mind.    

  Here you can see that I have my angles, metallic beam and wooden planks. 

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Stylized PBR Props Modeling and Sculpting

  Using some soft selection (B key in maya) I’m deforming them in order to have some nice curves, I try to never have straight lines or primitives shapes.    

      Once I’m fine with those shapes, I’m starting to build my box out of it. For the sake of this tutorial we won’t use anything like mesh atlas/ texture atlas, won’t have any tileable texture or symmetric stuff, everything will be unique.  I usually use this blockout as a basis for my retopology, so it’s a win win situation where most of my topology will be done before even starting to do the sculpt!    

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Stylized PBR Props Modeling and Sculpting

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 Here i’m modeling the bottom part of the main frame

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Stylized PBR Props Modeling and Sculpting



     The modeling of the base is here, i’m not happy about this cubic shape because i’m always trying to apply some little stylization rules, that’s why we are going to deform it. Before doing so, what you can do is duplicate it, in order to have a ‘save’ of your mesh in the scene.

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Stylized PBR Props Modeling and Sculpting

  Hot tip 1 : Shapes and Composition Help!  ● I usually try to design my elements with trapeze shapes, those got some strong and nice direction and helps to give some flow to your shapes.

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  I also try to respect some Small/Medium/Big composition rules. The ⅔ rule is also cool in order to bring some balance in your objects! Always try to avoid parallels lines. 

  Those little rules helps me to have what we call ‘force lines’ that will help will readability in game.           

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Stylized PBR Props Modeling and Sculpting

 In order to deform my mesh, i’m going to use a tool in Maya called Lattice. With that, I’ll be able to have some nice and clean deformations, in order to respect my little rules. (You can also do it by hand with a soft selection of your mesh if you want to.)   

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Stylized PBR Props Modeling and Sculpting

You can setup as much lattice divisions you need and then modify your mesh easily by selecting the lattice points !   

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Stylized PBR Props Modeling and Sculpting

Here i’m finally happy with my shape and I can go on the last step that I usually do : Preparing the mesh for sculpting!  The final step is pretty simple and revolves around adding some non chamfered bevels in order to do a Smoothed Mesh version of my box that will be clean before exportation toward Zbrush. What I do is selecting the exterior edges of my mesh, and bevel them with the Chamfer turned off.   

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Stylized PBR Props Modeling and Sculpting

    By enabling the Smooth Mesh preview in Maya (3 key, you can play with the 1,2,3) you can see that my beam is now thick and nice looking! Beveling helps you define what material your mesh will be, if its metallic give it a lower value, if it’s something like wood, I usually go a bit high to have something thick and sexy.   

 Here you can see without, with bevel and with the Smooth Mesh preview. 

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Stylized PBR Props Modeling and Sculpting

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  Here it is before.   As you can see everything looks low and not appealing, it got some hard edges and feels a bit boring, what we want to do is to play with the bevels as ‘controls’ of your thickness.             

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Stylized PBR Props Modeling and Sculpting

  And once you enable it, everything is Thick, with some nice smoothed edges and it is almost ready to go into Zbrush!   

    The last step that we need to do, is to convert the Smooth Mesh preview into true quads, and then export it !      

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Stylized PBR Props Modeling and Sculpting

  In order to do so, what you need to do is select your mesh (duplicate it before, delete history etc etc) and go to Modify -> convert -> Smooth mesh preview to polygons. 

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    Here are the different versions of our little box, from the simple blockout, toward something that is clean, thick, smooth and ready to go into Zbrush! Now you simply have to select your box, and export selection in .Obj in order to start the sculpting process! 



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Stylized PBR Props Modeling and Sculpting

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Sculpting   Simply import your .obj into Zbrush, and what I do is divide my mesh in order to have a nice topology, I also do an auto polygroup. You can also dynamesh in order to have the cleanest start in order to sculpt, just think about not merging everything together.  

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Stylized PBR Props Modeling and Sculpting

 When everything is finally ready, I start to blockout my shapes in the woods, using some Orb brush called Slash_Curve, I try to have some nice flow/shapes and usually have a pretty big brush size,also don't forget to enable the backface mask (Brush -> Auto Masking -> Backface Mask) Else, you will be sculpting on both side of your plank, and you won’t like it.    

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Stylized PBR Props Modeling and Sculpting

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    I blockout all of those wooden shapes, and then i’ll detail them a bit more later, its kinda hard to explain the sculpting process but i’m thinking that it's mostly understanding where to put pressure, and where you wanna have your hard/soft edge flow, have area that are deeper than others and have a good mix off all of those parameters.   When i’m done with the planks, I start to do the metallic part, and in order to give them some age and destruct them a bit I grab my old friend the Trim Lasso Tool! 

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    I usually apply some damage to my object, trying still to respect the rules that i’ve been setting up before (Hot tip)! When doing the detailing, please also think about how you want your object to look like, and try not to add too much noise!     

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Stylized PBR Props Modeling and Sculpting

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    When i’m done with the Lasso tool, I come and smooth it out a bit, I also add some little detailing with some flat brushes. I also always try to keep in mind that i’m doing something that is clean, easily readable from a distance and Thick., it’s always better when it’s Thick.

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Stylized PBR Props Modeling and Sculpting

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    I then come and do the same on the wood, adding some more details, maybe some wood nods and other damaged parts. 

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Stylized PBR Props Modeling and Sculpting

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     As a little finishing note, I add some damages on the wood again, but also some little layering in my metals with a lasso mask + move brush, I also add some little dent and holes in it, in order to give it some texture and interesting point of interest for the eyes. I always try to keep synthesize, most of the time, less is more!

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Stylized PBR Props Modeling and Sculpting

  And that is the end of the part about modeling and sculpting, we will now go into the Retopology and UV part !   

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Stylized PBR Props Modeling and Sculpting

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Outro    Thanks for joining me in this small tutorial that I hope helped you! While you are reading this you can check out my portfolio : https://www.artstation.com/romaindurand And if you have any questions, feel free to contact me : r [email protected]  I always quickly want to talk about Artside, a video game art school where i’ll be part of the teaching team, if you want to learn about it feel free to have a look here : h  ttps://artside.school/fr/  

About Me  

  I’m Romain Durand, French, born in dijon. I’m 20 years old and specialized in 3D Environment Art, and in love with the stylized art style ! I’ve been working in the video game industry for more than 3 years and had the luck to work on games like Spyro Reignited Trilogy and with companies like Toys for Bob, Airborn Studios, Spiderling Games and more!...


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