How to make an avatar with 3d Max?

Jason
4 min readJul 26, 2021

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Compared with Maya, 3Dmax is relatively simple. If you think this article is useful to you, please like and support it.

1. Collect references

This is a very important step in the project because it is the way to determine the character’s style. Search for different kinds of references, such as materials, clothing, and styles. Put all the images in a single file so that they are easier to see. This is a very flexible step, you can go back and add more images at any time if needed.

This means that when you don’t have the ability to conceive characters in the early stage, you can refer to other people’s works appropriately, of course, don’t copy completely.

2. Carving

In this project, I started using ZBrushbasemesh, now is the time to refine all the elements. At this stage, it is normal to alternate between sculpting in ZBrush and modeling in 3ds Max. With the actual completion of the modeling work, it is time to start adding small details such as skin pores and seams of clothes.

Zbrush can be called a sculpting artifact. Whether it is Maya or 3Dmax, traditional hand-painting or next-generation, it is inevitable. If this software can’t, then your modeling really needs reference.

3. Face

I chose to use the head as a separate piece because I wanted a stylized look. Working separately, you can sculpt and stylize more freely. I started with ZSphere and kept refining it until I got the final result.

4. Hair

Hair usually starts with ZSphere, creating an initial model. With the preparation of the guided model, the process was repeated for all the hairs by making a selection and using the extraction function to create a new object to sculpt individual lines.

5.Retopology

To make the topology extract the model in ZBrush and export it to 3ds Max. Use Wrapit plug-ins and 3ds Max tools, because it can help create more accurate topologies. For certain parts, such as the body or hair, use ZRemesher.

6. Reshape the model

For the head, it is strongly recommended to do the topology by hand. ZRemesher is a great tool, but would rather decide the location of the loop; this can help avoid many future rigging and animation problems.

7. Ultraviolet rays and texture

Use Unwrap to map in 3ds Max. After sharing the map, export the .objs file to extract the normal map and the environment occlusion using xNormal. For this character, divide the model into four maps, one of 4096x4096 and 2048x2048 (for eyes).

8. Add texture to characters

Sometimes the texture can look different, once you are outside the 3D coat, to solve this problem, export the texture as a PSD file, which preserves the layers. Open the texture file in Photoshop and adjust the layer using transparency and blending options. I personally like to finish the texture in Photoshop because it is easier to manipulate colors and levels.

9. Posture and lighting

After the texture is completed, send the low-resolution model to ZBrush and use the “transpose master” for rendering. At this stage, I also want to add a weapon and base to help create an environment, give the characters a sense of life, and start thinking about the camera.

10. Rendering and composition

As the render is saved, open the images in Photoshop and integrate them together to create a composition-which basically involves adjusting levels, contrast and creating a background. This part is more about taste, you can use Photoshop to correct whatever you want, but I would rather not change my character too much; so most of the parts seen in my work are in rendering.

This step is roughly completed. Although it looks a bit complicated, as long as you repeat it slowly, you will become familiar.

Do you have other opinions? Please share your experience!

Welcome to join my community to discuss with me!

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