朱峰社區(qū)首頁 朱峰社區(qū)

搜索資源 注冊(cè)|登陸

等待

返回 展開菜單

制作“向日葵王子”

古代游戲場景 觀看預(yù)覽

古代游戲場景

包含14節(jié)視頻教程
關(guān)注19.6萬

古代游戲場景,而且是大型游戲場景,包括一整個(gè)院落的制作。很多樹木小橋還有好多古代建筑。這絕對(duì)是高級(jí)美工的必備的課程!

關(guān)閉

這個(gè)形象是一個(gè)個(gè)人項(xiàng)目,當(dāng)我看到Gop Gap概念時(shí),我以為這是神奇的,我真的想在3D中做出這個(gè)角色。 在這個(gè)制作中,我將展示建模,紋理,燈光和后期制作的一部分來創(chuàng)建這個(gè)圖像。

This image is a personal project, when I saw the Gop Gap concept I thought it was magical, I really wanted to make that character in 3D. In this making of I will show the part of modeling, textures, light and post production to create this image.

Step 1: Modeling 01

I started modeling the character in ZBrush. I really like to start modeling a character in ZBrush because you get results pretty fast. It is very easy and practical to make design changes with ZBrush.

Whenever I start modeling a character, I use some artist images that I admire to help me make artistic choices like proportions and design.

步驟1:建模01

我開始在ZBrush中建模人物。 我真的很想開始在ZBrush中建模一個(gè)角色,因?yàn)槟愕玫降慕Y(jié)果非常快。 使用ZBrush進(jìn)行設(shè)計(jì)更改非常簡單實(shí)用。

每當(dāng)我開始建模一個(gè)角色時(shí),我會(huì)使用一些我欣賞的藝術(shù)家圖片來幫助我做出比例和設(shè)計(jì)的藝術(shù)選擇。

Step 2: Modeling 02

After I had finished the blocking-in I exported the OBJ file into 3ds Max and started the retopology process using the Graphite modeling tools.

I used this tool to model the body of the character. The modeling of accessories and scenery were made poly by poly in 3ds Max.

步驟2:建模02

完成封鎖之后,我將OBJ文件導(dǎo)出到3ds Max中,并使用Graphite建模工具開始重新映射過程。

我用這個(gè)工具來模擬人物的身體。 配件和風(fēng)景的建模在3ds Max中由poly制成。

Step 3: Texturing and Shading 01

When I'm finished with the modeling, I export the character and other objects to make the UV.

To do this I use the UV Layout program, I really like using this program; it gives me good results quickly and is very efficient.

步驟3:紋理和著色01

當(dāng)我完成建模后,我導(dǎo)出字符和其他對(duì)象來制作UV。

要做到這一點(diǎn),我使用UV Layout程序,我真的很喜歡使用這個(gè)程序; 它很快給我很好的效果,效率非常高。

Step 4: Texturing and Shading 02

I began creating the textures in ZBrush using Polypaint because it's an easy way to define the basic color variation directly on the 3D model. After this I exported the maps into Photoshop and started detailing them. In Photoshop I mix the base color I made in ZBrush, some photos and digital painting.

步驟4:紋理和著色02

我開始使用Polypaint在ZBrush中創(chuàng)建紋理,因?yàn)樗侵苯釉?D模型上定義基本顏色變化的簡單方法。 之后,我將地圖導(dǎo)出到Photoshop中,并開始詳細(xì)說明。 在Photoshop中,我混合了在ZBrush制作的基色,一些照片和數(shù)字繪畫。

Step 5: Shading

When I have the textures ready, I start to do character shading. I chose V-Ray to do this project, I really like it. To make the character skin I used V-RayFastSSS2. For the other objects I used the basic material of V-Ray.

步驟5:陰影

當(dāng)我準(zhǔn)備好紋理時(shí),我開始做角色陰影。 我選擇V-Ray做這個(gè)項(xiàng)目,我真的很喜歡。 為了使角色皮膚我使用V-RayFastSSS2。 對(duì)于其他物體,我使用V-Ray的基本材料。

Step 6: Hair and Fur

To do the hair and fur I used the Ornatrix Plugin. I duplicated the character and deleted the parts that would not have hair, so I apply the Ornatrix only where I want it to have hair. This was the first time I worked with Ornatrix, but I liked it a lot, there are many modifiers that speed up the process like the symmetry modifier.

步驟6:頭發(fā)和毛皮

做頭發(fā)和毛皮我用了Ornatrix插件。 我復(fù)制了這個(gè)角色,刪除了那些沒有頭發(fā)的部分,所以我只需要在它的頭發(fā)上涂上Ornatrix。 這是我第一次使用Ornatrix,但我很喜歡它,有很多修飾符加速過程像對(duì)稱修飾符。

Step 7: Lighting and Rendering

To make a lighting of this scene I used three rectangular V-Ray lights. The first is a main light simulating sunlight on top of the character, then one on the side of the character to help fill in and a finally a light for the background.

步驟7:照明和渲染

為了使這個(gè)場景照明,我用了三個(gè)矩形的V-Ray燈。 第一個(gè)是模擬人物頂部的陽光的主要光線,然后一個(gè)在角色的一側(cè),以幫助填充和最后一個(gè)燈光的背景。

Step 8: Compositing

I render some passes like Reflection, Glossiness and SSS. Then I used Photoshop to work with these passes, make color adjustments and levels. To do the background I worked with some photos.

步驟8:合成

我渲染一些像反射,光澤和SSS的通行證。 然后我用Photoshop來處理這些通行證,進(jìn)行顏色調(diào)整和調(diào)整。 做一些背景,我做了一些照片。

Step 9: Final

I am very grateful to let me share the process. Thanks for reading!

第9步:最后的圖像

我非常感謝讓分享我的過程。 謝謝閱讀!


朱峰社區(qū)三維動(dòng)畫出爐 朱峰社區(qū)三維動(dòng)畫出爐

朱峰社區(qū)網(wǎng)頁版
朱峰社區(qū)網(wǎng)頁版(手機(jī)掃描-分享-添加到屏幕)


朱峰社區(qū)公眾號(hào)
朱峰社區(qū)微信公眾號(hào)(微信掃一掃-關(guān)注)

資源說明圖文教程無法下載,只能觀看圖片和文字。
版權(quán)規(guī)則本站圖文皆來自互聯(lián)網(wǎng)共享資源,如涉及到版權(quán)請(qǐng)查看版權(quán)規(guī)則。本平臺(tái)提供圖文僅可用于個(gè)人學(xué)習(xí),如用于商業(yè)請(qǐng)購買正版。您必須遵守的版權(quán)規(guī)則

未知用戶

未知用戶

insetto

insetto

普通會(huì)員

期待圖文都變成視頻教程

贊0

踩0

17年5月13日

2005-2025 朱峰社區(qū) 版權(quán)所有 遼ICP備2021001865號(hào)-1
2005-2025 ZhuFeng Community All Rights Reserved

VIP

朱峰社區(qū)微信公眾號(hào)

回頂部

1.復(fù)制文本發(fā)給您的QQ好友或群、微信等;好友點(diǎn)擊鏈接以后,轉(zhuǎn)發(fā)就成功了。 2.如朋友點(diǎn)擊您的鏈接,您需要需刷新一下才行;同一個(gè)好友僅能點(diǎn)擊一次。
購買VIP,觀看所有收費(fèi)教程!