Creating Digital Food in 3ds Max and ZBrush
In this tutorial, we will learn about modeling, texturing, lighting, rendering, and digitally sculpting 3D food. Software required: 3ds Max 2014, ZBrush 4R5, V-Ray 2.40.03, Raylight Games XrayUnwrap (optional).
What you'll learn
In this tutorial, we will learn about modeling, texturing, lighting, rendering, and digitally sculpting 3D food. During the lessons we will take a look at the entire process from start to finish, using a hamburger as the base model. We will start with 3ds Max to model and unwrap the base assets. From 3ds Max we will move to ZBrush to sculpt and add a higher level of detail. Once we are finished sculpting and generating various maps, we will return to 3ds Max and V-Ray for some basic rendering set-up. By the end of this tutorial, you will have all the knowledge necessary to create photo-real digital food. Software required: 3ds Max 2014, ZBrush 4R5, V-Ray 2.40.03, Raylight Games XrayUnwrap (optional).
Table of contents
- Modeling the Bun Base Mesh 13m
- Unwrapping and Cloning a Mesh 14m
- Modeling the Cheese and Lettuce 18m
- Tweaking the Model and Adding Randomness 12m
- Creating Sculpted Detail on the Burger Patty 6m
- Using ZBrush to Add a Diffuse Texture 6m
- Exporting Maps from ZBrush 4m
- Sending Meshes to 3ds Max from ZBrush 3m
- Detailing the Top Bun 13m
- Setting up a Base Scene for Implementing Maps 15m
- Adding Materials and Texture to the Top Bun 5m
- More Complex Materials for the Bun 12m
- Materials for the Cheese 5m
- Materials for the Lettuce 8m
- Materials for the Tomato 13m
- Finalizing the Burger Render 9m