Creating and detailing a Beanbag chair in 3ds Max and ZBrush

So here we are in today’s post trying to build upon what i said in the previous Introduction to ZBrush post that you can use Zbrush in your Archviz scenes, and give your models a very high amount of details, and at the same time have total control over everything. Now, since i haven’t covered anything else then the bare, bare minimum of ZBrush, i didn’t want to go overboard and start showing new features and tools that will probably make anyone not experienced with ZBrush straight out quit. I tried and kept it to the basics and managed to get the result that you will see at the end of the video by only using the standard brush, and a single alpha map.

While you are still reading and hopefully i still have your attention, you might want to go ahead and download the free program for baking textures, which in my opinion is the best option that is out there that costs no cash to use.

xNormals download link Clicky clicky here!

Provided that you downloaded the program, lets jump on and actually explain what you can expect to see in the videos.

In the first video we go over and build the base of out bean bag chair in 3ds Max. For this we start off with a plane as our ground and a sphere for our Bag model. With a bit of clever modification of the sphere and the use of the Cloth modifier. I have actually covered a bit of the Cloth modifier in an older post called Modeling a Pillow in 3ds Max so if you want to learn more about it check it out as well. We will also explain how to UVW unwrap the model so that we can apply textures to it. So if this sounds like something that you would like to see, then go ahead and watch the first video.

In the second video we will start in ZBrush where i will show you how you can import a model that you can start working on right away. We will explain briefly how to control subdivision in ZBrush, and then we will jump straight to sculpting in the details. We will also explain how to use maps (Alphas) to add details to our mesh in a very short time. After all of this is done i will show you how to quickly bake the high poly details by using the xNormals free program (get it from the link above). After that i will also explain how to deal with the issues that can arise from the normal map displacement. Again if all of what you read here interest you, then go ahead and watch the second video.

I really hope that you guys enjoyed watching these two videos as i am slowly trying to show everyone that when you are going after that perfect scene, knowing more software can only make you a better artist and in turn make your work quality better. I will try my best to make more videos for Max as well as blends between using Max and ZBrush while still keeping it as simple as possible so that even a total beginner can understand them, and more importantly follow along with them.

So that would be it for today’s post, if you guys liked the videos then subscribe, like and share the videos so it can reach more people, and hopefully they can learn something from it as well.

As an added bonus here is the alpha map that i used in ZBrush.

Folds Alpha

So Cheers everyone and Merry Christmas and Happy Hanukkah.

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One Comment

  1. great. thank you for sharing your knowledge.

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