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制作“貓頭鷹巫師”

次世代場(chǎng)景UDK應(yīng)用 觀看預(yù)覽

次世代場(chǎng)景UDK應(yīng)用

包含45節(jié)視頻教程
關(guān)注34.8萬(wàn)

詳細(xì)講解次世代場(chǎng)景,以及如何在UDK中搭建,精細(xì)的建模。宏大的場(chǎng)景,經(jīng)過(guò)你的手也可以創(chuàng)造世界級(jí)高質(zhì)量游戲場(chǎng)景。還等什么。趕快來(lái)學(xué)習(xí)吧!

關(guān)閉

我是一名自由職業(yè)的數(shù)字雕塑家,3D角色造型師,我曾在各種游戲工作室工作,Playstation、Bluepoint games等公司工作過(guò)。“貓頭鷹巫師”的靈感來(lái)自于一個(gè)城衛(wèi)的概念,并用ZBrush和Photoshop創(chuàng)建。

I am a freelance digital sculptor, 3D character modeller, and I have worked for various game studios, for Playstation, Bluepoint games, and others. "Owl Sorcerer" was inspired by a Chengwei Pan concept, and created with ZBrush and Photoshop.

阻塞

起初我根據(jù)自己需要的概念開(kāi)始思考主要形狀,然后開(kāi)始建模。 我使用了ZSpheres,Dynamesh和一個(gè)基礎(chǔ)網(wǎng)格的組合來(lái)阻擋主要的形狀和構(gòu)成。我用了ZSpheres的手,然后用它做了一個(gè)網(wǎng)孔,然后再把它打回身體

Blocking out

At first I started thinking of the main shapes according to concept that I would need, and then I started modeling. I used a combination of ZSpheres, Dynamesh, and a base mesh for blocking out the main shapes and posing. I used ZSpheres for the hands and then made a mesh out of it, before dynameshing it back to the body.

建模和繪畫第1部分

那么在建模之后,我開(kāi)始使用ZBrush的不同的阿爾法,使用ZAppLink與Photoshop中來(lái)回切換,以增加顏色的深度。 要獲得更多的分辨率,您可以使用更高的細(xì)分以及更高的文檔大小進(jìn)行投影,然后只需在其上繪制更多的文檔。 對(duì)于線條和抽象劃痕,我使用了位于Lightbox中的ZBrush Slash2筆刷和Dam標(biāo)準(zhǔn)。

Modeling and painting part 1

Well after some modeling I started painting using ZBrush's different alphas, using ZAppLink to go back and forth with Photoshop too, to add more depth to the colors. To achieve more resolution you can use higher subdivisions as well as higher document size for projection, and then simply paint more and more on top of it. For lines and abstract scratches, I used the ZBrush Slash2 brush located in Lightbox, and Dam Standard.

建模和繪畫第2部分

我再次使用很多平坦的顏色來(lái)制作自己的高光和反射,有時(shí)甚至是高光的輪廓。 這樣,你幾乎可以把ZBrush當(dāng)作2D繪畫軟件來(lái)繪畫,因?yàn)楫?dāng)你想渲染你想要的高光,膚色等等時(shí),你可以使用ZBrush BPR渲染通道為它增加更多的深度。 對(duì)于臉上的細(xì)小毛發(fā),我使用了不同強(qiáng)度和繪制尺寸的IMM毛發(fā)刷,以及不同的曲線輪廓。 這里的IMM發(fā)刷可以從Gumroad免費(fèi)下載。 但要記住使用這個(gè)刷子,直到你達(dá)到最好的效果

Modeling and painting part 2

I again use a lot of flat color to make my own highlights and specular, and sometimes even the rim highlights. This way you can almost treat ZBrush like a 2D software for painting because when you want to render your desired highlights, skin tones, and so on, you can use a ZBrush BPR render pass to add more depth to it. For the tiny hairs on the face I used the IMM Hair brush with different intensities and draw sizes, as well as different curve profiles. This IMM Hair brush is free to download from Gumroad here. But remember to play around with this brush until you achieve the best result

渲染

為了渲染,我使用了ZBrush BPR渲染,將模糊的高值設(shè)置為9,將光線設(shè)置為80.我創(chuàng)建了各種各樣的通道:填充光,鍵光,反射光,HDRI光渲染以及邊緣和反射光 ,不同的陰影,AO,SSS等等。

Rendering

For rendering, I used ZBrush BPR render with a high value of blur set to 9, and rays set to 80. I created a variety of passes: fill light, keylight, bounce light, HDRI light render, as well as rim and reflection lights, different shadows, AO, SSS and so on.

在Photoshop中混合傳遞

最后,他們都被匯集在Photoshop中來(lái)完成最后的作品。

Blending passes in Photoshop

And finally, they were all brought together in Photoshop to complete the final composition.


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