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制作小馬“安東尼”

汽車建模教程 觀看預(yù)覽

汽車建模教程

包含40節(jié)視頻教程
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包括高級(jí)建模總結(jié)在內(nèi)的汽車制作全套教程,除了非常精細(xì)的汽車建模流程外附帶渲染的講解。

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大家好,這是我的角色Antonio的一個(gè)制作過(guò)程,但它更多的是我在制作過(guò)程中拍攝的一系列照片,一些截圖,加上一個(gè)視頻和無(wú)聊的文本。

 

Hi all, this is kind of a "Making Of" for my character Antonio but it's more a bunch of renders I took while making it, and a few screenshots, plus a video and boring text. 

 

這個(gè)角色是在2005年5月使用Blender 2.36創(chuàng)建的。紋理是用Photoshop制作的(我很慚愧)。當(dāng)我做安東尼的時(shí)候,我不知道我會(huì)做成功(這是我第一次做這樣的文章),所以有些部分被重新建模了。

 

This character was created using Blender 2.36, in May 2005. The textures are mouse-made using Photoshop (shame on me). When I was making Antonio I didn't know that I would be doing a making of (this is my first time at doing this kind of article), so some parts have been re-modelled.

 

我從一個(gè)預(yù)設(shè)的立方體開始,然后使用“細(xì)分平滑”,擠壓做成頭部的形狀,當(dāng)一般形狀完成時(shí),我從眼睛開始,對(duì)我來(lái)說(shuō),眼睛是賦予模特個(gè)性最重要的東西之一,所以它們是我塑造一個(gè)角色首先要做的一件事。請(qǐng)注意,我從一開始就一直啟用SubSurf,而且也沒有使用鏡像。

 

I started with a default cube, then used "Subdivide Smooth", and extruding to make the shape of the head, when the general shape was done, I started with the eyes, for me, the eyes are one of the most important things to giving personality to a model, so they are the first things I do when making a character. Note that I have enabled SubSurf at level 2 constantly from the beginning and didn't use a Mirror neither.

 

此外,利用刀工具在頭部中間進(jìn)行兩次切割,增加頂點(diǎn)以給整個(gè)頭部更多的細(xì)節(jié)。眉毛很簡(jiǎn)單,只需擦掉我們最初看到的兩張臉,然后選擇并將兩邊擠壓到里面,縮小一點(diǎn),然后再擠壓。你可以根據(jù)你想要的細(xì)節(jié)來(lái)做很多次。在這個(gè)視頻中你可以看到這個(gè)技巧。

 

Also, a Knife tool was used to cut the head twice in the middle, adding vertices to give more detail to the whole head. The eyebrows are simple, just erase the two first faces that we had, select and extrude the edges to the inside, scaling down a bit, and extruding again. You can do this as many times as you like, depending on how much detail you want in there. In this video you can see this technique.

現(xiàn)在,讓我們把眼睛放進(jìn)去!這些眼睛來(lái)自于我的另一個(gè)角色,在下面的圖片中展示了他們是如何被制造出來(lái)的。

 

Now, lets put the eyes in! Those eyes are from one of my other characters, in the image below shows a brief way to how they have been made.

為了制作嘴巴,我開始水平切割頭部,兩次,然后擠壓內(nèi)部,調(diào)整大小,最后擦除。選擇面,然后選擇邊界邊,再次擠壓,制作嘴唇。現(xiàn)在你可以繼續(xù)切割,調(diào)整頭部的形狀,因?yàn)樗雌饋?lái)不像馬。更像一只鴨子!

 

To make the mouth, I started cutting the head horizontally, twice, then extruding inside, resizing, and finally erasing  the selected faces, then I select the border edges and extruded again to make the lips. Now you can keep cutting,
and tweaking the head's shape, because it still doesn't looks like a horse.. but more like a duck!

提示:試著在嘴周圍切更多的東西,這樣它就會(huì)看起來(lái)更有厚度,并且更容易移動(dòng),然后再做一些表情。此外,它還能給模特更多的個(gè)性(大眼睛和不同大小的眼睛,耳朵,大鼻子和小嘴巴,反之亦然)。如果你想讓下巴看起來(lái)很蠢(比如Antonio),你可以讓下巴變小,因?yàn)槟憧梢钥吹礁嗟难例X。不同的眼睛,奇怪的眼神。

 

Tip: try cutting more around the mouth, so that it will have more thickness and it will be easier to move and make some expressions with later. Also it will help to give the model more personality (big eyes and different size for each one, the ears, big nose and small mouth, or vice-versa). Either you could make the jaw smaller if you want to make it look really stupid (like Antonio), because you can see the teeth more. Different eyes, weird looking.

為了完成頭部,我添加了一些簡(jiǎn)單的耳朵,下面的圖片中解釋了這些耳朵的造型(是的,我喜歡圖片:D,比我的文字沒那么乏味)。

 

To finish the head, I added some simple ears which modelling is explained in the image below (yes I like images :D less boring than my text).

正在進(jìn)行的一項(xiàng)工作,以顯示這個(gè)小家伙正在看這個(gè)舞臺(tái)。

 

A work in progress render, to show how far this little fella is looking at this stage.

牙齒是被復(fù)制的(連接的)放在一起,用“RR”(意味著R兩次)在自己的中心旋轉(zhuǎn)。

 

The teeth are just a couple of duplicated (linked) teeth put together by hand, rotating over its own centre with "RR" (means R twice..).

對(duì)身體進(jìn)行建模,但沒有什么復(fù)雜的東西。尾巴和腿有幾個(gè)小的調(diào)整(和擠壓),一旦我有了循環(huán),我開始進(jìn)行腿部制作,再一次擠壓。

 

Modeling the body was as simple as pressing the "E" button while following the picture in the background, nothing really complex. A few minor tweaks (and extrudes) for the tail and legs, once I had the loops right I started on the legs, once again, extruding.

正如你在視圖中所看到的,腿遵循著同樣的循環(huán),這些循環(huán)來(lái)自上體。為了避免對(duì)稱的外觀和形狀(后腿與前腿有很大的不同),只制作了一條腿,后來(lái)又做了復(fù)制調(diào)整。

 

As you can see in the wire view, the legs follow the same loops that come from the upper body. Just one leg was modelled and later duplicated/tweaked for avoiding the symmetrical look, and shape (rear legs are quite different from the front ones).

 

在截圖中你還可以看到腿和腳的UV貼圖,當(dāng)時(shí)Blender沒有能力制作多UV,今天的紋理任務(wù)會(huì)更簡(jiǎn)單!

 

In the screenshot you can also see the UV mapping for the leg and hoof, at that time Blender didn't have the ability to make MultiUV's, today the texturing task would be so much easier!

另一個(gè)WIP渲染,頭部和身體最終完成。讓我們給這只裸露的動(dòng)物穿上衣服。

 

Another WIP render, head and body are finally done. Let's put some clothing on this naked animal

制作這種布料就像從身體中選擇幾個(gè)頂點(diǎn)一樣簡(jiǎn)單,用Shift + D復(fù)制,沿著法線(Alt + S)縮放,然后將“P”分離成一個(gè)新的物體,擠壓出邊界,并對(duì)邊緣進(jìn)行微調(diào)。在下圖中,你可以看到在復(fù)制之前的不同步驟,當(dāng)擠壓時(shí),以及最終模型的外觀。

 

Making the cloth was as easy as selecting a couple of vertices from the body, duplicating with Shift + D, scaling a little along the normals (with Alt + S), and "P" to separate into a new object, extruding down the borders and some tweaking on the edges. In the image below you can see the different steps before duplicating, when extruding, and how the final model looks.

干凈的模型,沒有紋理。

 

Clean model, no textures.

這里談?wù)摷y理不多,只有一個(gè)顏色的貼圖,和下降的混合紋理效果(這是解釋在本教程中?偸鞘褂肙ren-Nayar作為著色器。記住,Oren-Nayar是你的朋友!=)

 

There's not much to talk about texturing here, just one colour map, and a Blend texture for the FallOff effect (which is explained in this tutorial . Always using Oren-Nayar as shader. Remember, Oren-Nayar is your friend! =)

當(dāng)整個(gè)模型和布料紋理完成后,是時(shí)候添加頭發(fā)了。這里不解釋,因?yàn)槲矣玫倪@個(gè)系統(tǒng)不再用了,它被一個(gè)全新的系統(tǒng)取代了,這里有更多的信息:

 

Once the whole model and cloth textures were done, it was time to add hair. Won't explain here because the system I used in this guy is not used anymore, it was replaced with a *totally* new system,?more info here:

 

馬的紋理,凸起和彩色貼圖,我知道它們很可怕,那是幾年前的事了!

 

Textures for the horse, bump and colour map, I know they are awful, it was years ago!

同樣的,現(xiàn)在它可以變得更好,在這里,我用格來(lái)做布料,在底部有幾個(gè)鉤子(空)來(lái)固定形狀,是的,我知道…這是丑陋的!,但照明是一個(gè)簡(jiǎn)單的立方體制作的點(diǎn)燈,使用陰影緩沖,和環(huán)境遮擋(它是一個(gè)新的當(dāng)我做這個(gè)角色所以我使用它到處),現(xiàn)在我們可以使用新的環(huán)境遮擋。

 

Again, nowadays it could be so much easier (and better) to make, in this rig I used Lattices for the cloth, and a couple of hooks (empty) at the bottom for fixing the shape, yes.. I know... it's UGLY!, but well.. it worked! The lighting was a simple cube made of Spot type lamps, using Shadows buffer, and Ambient Occlusion was used (it was kinda new when I made this character so I used it everywhere), now we could use the new great Approximate Ambient Occlusion

然而,這個(gè)角色(以更高的分辨率)在半小時(shí)內(nèi),在AMDDuron750Mhz上渲染,320mbRAM。這里混合了文件,但是這個(gè)角色需要用新的版本來(lái)修正,因?yàn)樗窃?005年制作的,頭發(fā)和裝備沒能保存下來(lái)。希望你喜歡!

 

However this character rendered (in higher resolution) in half an hour, on a AMD Duron 750Mhz, 320mb RAM..blend files here but this character needs a *lot* of fixing with new versions, since it was made in 2005, hair and rigging didn't survive the time.
Hope you like it! 

clarisse搭建3D天空之城拉普達(dá)全過(guò)程 clarisse搭建3D天空之城拉普達(dá)全過(guò)程

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雪影幽蘭

雪影幽蘭

VIP終身

很不錯(cuò),支持一下

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18年2月7日

dengxiaokejy

dengxiaokejy

普通會(huì)員

很有意思

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18年2月7日

luo cheng

luo cheng

普通會(huì)員

我要試著做一下
希望能在這里撈點(diǎn)好東西 呵呵 -luo cheng

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18年2月7日

oyxjoyxj

oyxjoyxj

普通會(huì)員

很喜慶的馬

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18年2月7日

2439844551

2439844551

老vip

非常呆萌的小馬啊

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18年2月7日

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