包含27節(jié)視頻教程
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回到Maya,我布置了一個(gè)中性的白色著色器來開始燈光測(cè)試。我用了3個(gè)燈,如下圖11所示:
-頭上作為一個(gè)主要光(光1)
-一個(gè)藍(lán)色背光(光2)強(qiáng)調(diào)了頭部的體積
-一個(gè)藍(lán)色填充光從左邊圖像的光(3)減少角色的黑暗區(qū)域
Back in Maya, I assigned a neutral white shader to start with the lighting tests. I used 3 lights, as follows (Fig.11):
- One light above his head acting as main light (light 1)
- One bluish backlight (light 2) that accentuates the volume of the head
- One bluish fill light coming from the left of the image (light 3) to reduce the dark areas of the character
圖 11
你可以在圖12中看到這種照明設(shè)置的效果。
You can see the effects of this lighting setup in Fig.12.
圖12
在這一點(diǎn)上,我決定添加一個(gè)HDR球體,以使光線有更多的變化。在Photoshop中,我合并了不同的通道,并將這些通道的光源與我之前在Maya中創(chuàng)建的照明相匹配。我還復(fù)制了一些來自HDR的光源,并改變了色調(diào)和強(qiáng)度(圖13)。然后我將HDR映射到一個(gè)看不見的球體上。
At this point, I decided to add an HDR sphere to make the lighting with more variations. In Photoshop, I merged different HDRs and placed the light sources of those HDRs to match the lighting that I previously created in Maya. I also duplicated some light sources from the HDR and changed the hue and intensity (Fig.13). I then mapped the HDR to an invisible sphere.
圖13
由于這個(gè)FG的照明將被添加到先前所創(chuàng)造的照明,我減少了最初的Maya燈的強(qiáng)度,以最終得到一個(gè)類似的光強(qiáng)度和剛剛添加的FG球體(圖14)。
As this FG lighting would be added to the previously created lighting, I reduced the intensity of the initial Maya lights in order to finally get a similar light intensity with the FG sphere just added (Fig.14).
圖14
在這一節(jié)中,我將集中討論頭部和手臂;其他對(duì)象只是使用“標(biāo)準(zhǔn)”著色器。對(duì)于頭部和手臂,我使用了射線著色器,“misss fast skin”。首先,根據(jù)分配的顏色,我調(diào)整了顏色和重量/半徑值。最后,我沒有使用純色來處理所有的顏色框,而是復(fù)制了基本的紋理,并在Photoshop中做了一些調(diào)整,以匹配我之前選擇的顏色。這給著色器增加了更多的變化(圖15)。
In this section of the article I'm going to focus on the head and the arms; the other objects simply used "standard" shaders. For the head and the arms, I used the Mental Ray shader, "misss fast skin". First, with the colour base assigned, I adjusted the colours and the weight/radius values. Finally, instead of using a solid colour for all those colour boxes, I duplicated the base texture and made some adjustments in Photoshop to match the colour that I had previously chosen. This added more variety to the shader (Fig.15).
圖 15
基色紋理為4096乘4096像素。其他材質(zhì)2048像素2048像素,以減少紋理標(biāo)記。
The base colour texture was 4096 by 4096 pixels. The other textures were 2048 by 2048 pixels, to reduce texture memory.
對(duì)于渲染,我把場景分成不同的元素,并為每一個(gè)元素做了渲染:頭,襯衫,手,雪茄,桌子,椅子,撲克籌碼……我為每個(gè)渲染層準(zhǔn)備了一個(gè)不同的文件,調(diào)整渲染屬性,只顯示我想看到的部分。這幫我減少了渲染的時(shí)間。要一下子把所有的東西都渲染出來是不可能的。最后,我在Photoshop中合并了所有圖層(圖16)。
For the render, I separated the scene into different elements and made a render for each one: head, shirt, hands, cigar, table, chair, poker chips... I prepared a different file for each render layer, adjusting the render attributes to show only the parts that I wanted to see, and affected by the things that could affect it. This helped me to reduce the render time. It would have been impossible to render everything at once. Finally, I merged all that layers in Photoshop (Fig.16).
圖16
我還用一些圖層/文件做了皮毛。我為每一種皮毛類型創(chuàng)建了一個(gè)文件,然后用Maya的渲染器渲染,當(dāng)我要合成毛皮時(shí),我配置了渲染,只顯示皮毛。剩下的圖像是黑色的。最后,我使用屏幕混合模式將所有這些圖層合并到Photoshop中(圖17)。
I also made the fur using some layers/files. I created a file for each fur type, and then rendered with Maya's renderer, not Mental Ray. As I was going to composite the fur, I configured the render to show only the fur. The rest of the image would be black. Finally, I merged all these layers in Photoshop using the Screen blending mode (Fig.17).
圖17
最后,我在Photoshop中加入了雪茄的煙霧和背景。這兩個(gè)都是我為這個(gè)項(xiàng)目拍攝的照片。下面是最終的圖像(圖18)。
Finally, I added the smoke of the cigar and the background in Photoshop. Both are from photos that I took for this very purpose. And the result is the final image (Fig.18).
圖18
在這張圖片中,我創(chuàng)造了我想要?jiǎng)?chuàng)造的東西。也許有些事情我本可以做得更好(我會(huì)改變一些事情),但總的來說,我對(duì)最終的結(jié)果很滿意。當(dāng)然,我必須在某一時(shí)刻停止工作。在這幅圖像中,我運(yùn)用了我多年的3D經(jīng)驗(yàn)中學(xué)到的許多東西,從中我學(xué)到了很多東西,我希望能把這些東西帶到我未來的項(xiàng)目中。
In this image I created what I wanted to create. There are perhaps some things that I could have made better (I would change some things), but in general I'm happy with the final result. And of course, I had to stop work on it at some point. To this image I applied many things that I have learned in my years of 3D experience, and from it I learned many things that I hope to be able to take with me into my future projects.
這是項(xiàng)目的總體概況。感謝你的閱讀!
Well, this has been a general overview of the project.Thanks for reading!
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