5/2/2024 0 Comments 3d coat alpha fade.import![]() ![]() The wooden handle consisted of two separate models that were welded together, I used a cylinder for the hand grip and a tapered box for the supports, the cylinder was tapered inwards at each end and slightly fattened in the middle to give it some form. Chamfer not only the edge of the lip but also the intersection between the sphere. Also extrude the new lip’s edges backwards to give the lip some depth. Ring-select the outer edges and extrude them to create a lip that will have enough space for the nails that secure the hand guard to the wood. Convert the sphere into an editable poly and delete the polygons facing the wood. The metal hand guard is quite a spherical object, so I use snapping to create a sphere in the center of the shield and use the hemisphere options to cut the sphere in half so it sits flush with the wooden asset. To solidify this mesh I add a shell modifier and extrude all the polygons inwards to give the leather some thickness. As this is going to be made of leather, the edges would be quite soft and rounded, so I chamfer the outer edges to soften them. With this new asset and the outer edges selected, bridge them to close the gap. ![]() To create the surrounding ring geometry, I extrude the outer edges of the wooden cylinder we created in the last step and detached the new polygons. This is a very simple object but the detail is added in ZBrush during the high-poly sculpt. I delete the central segment which will hold the metal hand guards and bridge the resulting gap. These extra cuts are to aid with the divisions later on when the asset is imported in ZBrush and heavily divided, ensuring the polygons are evenly distributed. The wooden base of the shield is made in 3ds Max from a basic cylinder primitive with extra divisions on the top and bottom of the cylinder. This is a very impressive new way to display your artwork to potential employers, giving them the ability to examine your asset interactively. The main focuses of this series will be introducing Substance Painter into your workflow and, rather than rendering out still images, I will show you how to use the new Marmoset Viewer tool to create an interactive portfolio piece. I will briefly go through the modeling and sculpting stages as these processes are widely covered in other tutorials available on the internet. I will then use the high-poly mesh to bake down the normal maps for use on the lower-poly asset. I will start off modeling a low-poly version of the shield in 3ds Max and import it into ZBrush for a high-poly sculpt. In this tutorial I will guide you through the process of creating a Viking shield inspired by the TV show Vikings.
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