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Sculpting Environmental Objects For Your Scene

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Sculpting Environmental Objects For Your Scene


After creating the garbage bag from the tutorial that can be found here, it's time to get some detail into the plain blob mesh we have created. We want it to look realistic and clean. To often we put to much emphasis into the small detail that it becomes the only thing noticeable of the object. This tutorial will help show how the detail comes naturally with most works and only needs the artist fine tuning.


First thing we need to do is a simple unwrap. After you finish your unwrapamd convert it into an editable poly again, export the basic mesh we have created as an OBJ so we can import it into Zbrush.





After bringing your garbage can into Zbrush, reassign it the MatCap Gorilla texture, just to make it easier to visualize. Also sub-divide (ctrl + D) it 3 time. 



Now get the Clay Buildup brush and while holding the alt key, start stroking down about halfway with a fairly large brush. After making it all the way around, increase your brush size and do the same for the middle but instead of stroking down, stroke to the side and diagonally. If you look at a trash bag, it is mostly planes, although what you notice is the lines going all over it. We are making the lines right now without forcing them, causing them to look as natural as possible.





By holding down Shift to active your smooth tool, smooth out all those little wrinkles that make the bag seem like dried Play Doh instead of the garbage bag we are going for.



Going back to your standard brush and decreasing your brush size to about 5, start to help define the existing lines that are already there by sculpting right over them. After doing 4 or 5, go up one more sub-division and sculpt in some smaller ones and a few for detail.



At the bottom of your bag, use your standard brush to go 360 around with it. Once completed use the Clay Buildup to smooth it out on the sides, smooth it out when completed.





Fix anything you spot and the bag will be done. Click here to see how to bake the normal into the base mesh.


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