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“瘋狂的僵尸”制作過程

3dmax動(dòng)畫模型蒙皮 觀看預(yù)覽

3dmax動(dòng)畫模型蒙皮

包含7節(jié)視頻教程
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這絕對(duì)是市面上最好的3dmax蒙皮技術(shù)了,從大體到末端。每個(gè)細(xì)節(jié)都絲毫不落的詳細(xì)講解。完美的課程,是朱峰社區(qū)經(jīng)典課程之一,希望大家喜歡。

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介紹
Introduction

 

嗨,我的名字是A,我想感謝Jo邀請(qǐng)我寫一些關(guān)于我的作品瘋狂的僵尸的制作流程。

 

Hi, my name is A and I would like to thank Jo for their invitation to me to write a few things about the making of my image Crazy Zombie.

 

這項(xiàng)工作是個(gè)人項(xiàng)目的一部分:一個(gè)高分辨率的人物設(shè)計(jì)測(cè)試和3ds Max的射線渲染。

 

This work is part of a personal project: a character design test in high resolution and rendered in mental ray with 3ds Max.

 
建模和貼圖
Modeling & Texturing
 

我在3ds Max建模一個(gè)簡(jiǎn)單的網(wǎng)格(圖01)。我對(duì)這個(gè)角色有一個(gè)清晰的概念,但在建模過程中進(jìn)行實(shí)驗(yàn)也很有趣。

 

I started modeling a simple mesh in 3ds Max (Fig.01). I had a clear concept in my mind for this character, but it was also fun for me to experiment during the modeling process.

圖01

 

在建模了最初的網(wǎng)格之后,我對(duì)它很滿意,所以我繼續(xù)使用基本的3ds Max工具來展開UVs。

 

After modeling the initial mesh, I was happy with it and so I went on to use the basic 3ds Max tools to unfold the UVs.

 

我將模型導(dǎo)出為obj格式到ZBrush中,作為子工具,這樣我就可以添加細(xì)節(jié)并完善所有模型部分(圖02 - 03)。

 

I exported the models as .obj to ZBrush, as Subtools, so that I could add detail and refine all the model parts (Fig.02 - 03).

圖02


圖 03

 

我用這些刷子做雕刻:標(biāo)準(zhǔn),粘土,粘土管,夾,移動(dòng)和光滑。

 

I used these brushes for sculpting: Standard, Clay, Clay Tubes, Pinch, Move and Smooth.

 

對(duì)于頭部,我用ZBrush和Polypaint繪制了基礎(chǔ)紋理,在導(dǎo)出到Photoshop進(jìn)行修飾(圖04)。該角色的其他部分也使用了相同的過程。

 

For head, I painted the texture base in ZBrush with Polypaint, and after I exported to Photoshop for retouching (Fig.04). The same ocess was used for other parts of the character.

 

我在將模型導(dǎo)出為obj到3ds Max之后,我使用了Decimation Master,來減少多邊形的數(shù)量。

 

I used Decimation Master, to reduce the number of polygons, and after I exported the models as .obj to 3ds Max.

圖04

 
陰影和照明
Shading & Lighting
 

當(dāng)基本的紋理完成后,我將一個(gè)標(biāo)準(zhǔn)材質(zhì)貼到模型上,并開始使用Max(圖05)中的照明。

 

Once the basic textures were done, I put a standard material onto the model and started with lighting in Max (Fig.05).

圖05

 

我使用了一個(gè)環(huán)境光和五個(gè)區(qū)域陰影的omni燈。渲染用的是超級(jí)渲染。

 

I used one skylight (hdri environment) and five omni lights with area shadows. The render was done with mental ray.

 

我使用了超級(jí)渲染的材料。我使用SSS快速皮膚材料的用于頭部,牙齦,舌頭和玩具熊。對(duì)于其他的物體,我使用的標(biāo)準(zhǔn)材料混合了我在Photoshop中繪制和準(zhǔn)備的紋理(圖06)。

 

I created the materials for rendering with mental ray. I used SSS fast skin material for the head, gums, tongue and toy bear. For the other objects, I used standard materials with a mix of textures that I painted and prepared in Photoshop (Fig.06).

圖 06


合成
Composition
 

在相機(jī)選項(xiàng)中,我增加了渲染的景深(心理光線)。在Photoshop中,我合并了渲染圖像,環(huán)境遮擋(在多重模式下),以及在正常模式下的圖層,為合成添加更多的氣氛。

 

In camera options I added Depth of Field (mental ray) for rendering. In Photoshop, I merged, the render image, Ambient Occlusion (in multiply mode), and center interest layer in normal mode) to add more atmosphere to the composition.

 

在這之后,我調(diào)整Photoshop的透明度來獲得最終的圖像(圖07)。

 

After this I played with the levels and the transparency in Photoshop to get the final image (Fig.07).

圖 07

 

結(jié)論
Conclusion
 

在不久的將來,我希望從網(wǎng)格重新拓?fù)鋱D開始,并應(yīng)用置換貼圖和法線貼圖,以得到一個(gè)新的版本,這個(gè)角色準(zhǔn)備好了制作動(dòng)畫。

 

In the near future, I hope start with mesh retopology, and apply displacement maps and the normal maps, to get a new version of this character prepared for rigging and animation.

 

感謝您的閱讀!

 

Thank you for your time!

圖.08

 

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