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Blender 3D Cookbook

You're reading from   Blender 3D Cookbook Build your very own stunning characters in Blender from scratch

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Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781783984886
Length 608 pages
Edition 1st Edition
Tools
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Author (1):
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Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
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Table of Contents (16) Chapters Close

Preface 1. Modeling the Character's Base Mesh 2. Sculpting the Character's Base Mesh FREE CHAPTER 3. Polygonal Modeling of the Character's Accessories 4. Re-topology of the High Resolution Sculpted Character's Mesh 5. Unwrapping the Low Resolution Mesh 6. Rigging the Low Resolution Mesh 7. Skinning the Low Resolution Mesh 8. Finalizing the Model 9. Animating the Character 10. Creating the Textures 11. Refining the Textures 12. Creating the Materials in Cycles 13. Creating the Materials in Blender Internal 14. Lighting, Rendering, and a Little Bit of Compositing Index

The Armor textures


The same procedure used in the previous recipe must be used for the Armor object, to bake the normals of the sculpted high resolution version on the low poly one.

Getting ready

So, in short, we will do the following:

  1. Enable the 13th scene layer; select the Armor object and go to the Object Modifiers window.

  2. Temporarily, disable the Armature modifier both for rendering, and the viewport, and be sure that the Subdivision Surface modifier levels are both set to 2.

  3. Assign a Shrinkwrap modifier with a target to the Armor_detailing object; in the Vertex Group slot, select the shrinkwrap vertex group and, just to be sure, also check the Keep Above Surface item.

Also, in this case, thanks to the shrinkwrap vertex group, only the outside of the armor mesh is conformed to the sculpted mesh; the insides are not important and can even be deleted (only for the baking and, of course, on a duplicated armor object, as we did with the Gidiosaurus_for_baking object). In any case, they will be...

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