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zb怪物次世代游戲制作教程

次世代人物黑暗BOSS 觀看預覽

次世代人物黑暗BOSS

包含56節(jié)視頻教程
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老師耗時一個多月,全力打造的次世代角色的制作教程。全部原創(chuàng)制作。從原畫到建模雕刻再到烘培材質(zhì)繪制等完完整整的一個教程。這絕對是最超值的好教程了!

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The image “Prolapsed Eye” was initially a sketch by a friend of mine: Yuri Sakovich www.thesakovich.com

這張圖片的原稿來自于我的朋友Yuri Sakovich的草圖,www.thesakovich.com

Modeling was very simple. I based my model off the original sketch and created what is known as an organized mesh. Meaning, that the topology of the model is in accordance to the muscle structure. Once that was done, I made sure to * the scale to my liking and imported into ZBrush to check it.

建模很簡單。我根據(jù)草圖的形象建造了基本的模型。同時,模型的拓撲結構是按照對象的肌肉結構來劃分的。模型建造完成后,我確保模型大大小合適后就導入到ZBrush去檢查。

image001 image002

UV’s – I took the base mesh and imported it into Unfold 3D, a UV Layout software. It gives me full control of my UV’s and has a very intuitive and user-friendly interface, apart * being incredibly fast.

UV’s-我把剛才建造好的模型導入到Unfold 3D中。Unfold 3D是一款UV編輯軟件。他讓我可以完全控制我UV,并且其界面也非常的直觀和友好,除此之外他的速度也快得驚人。

image005

I then import the model into ZBrush and make sure that the UV’s are ok and that there are no overlapping UV’s (The image is completely grey and has no red areas).

接下來我把模型導入到ZBrush中并且確保UV沒有問題,沒有重疊的UV區(qū)域(就是圖片全部是灰色的,沒有紅色的區(qū)域)

image007

culpting雕刻

Sculpting in ZBrush was fairly simple and very straightforward. I used mainly the Standard, Move, Clay, ClayTubes and Smooth Brushes. I didn’t use any Alphas for sculpting; I usually prefer to sculpt all my detail by hand. It’s a challenge but the results are usually much nicer.

在ZBrush里面雕刻是相當?shù)暮唵魏椭苯拥�。我主要使用了Standard, Move, Clay, ClayTubes 和 Smooth Brushes這幾個筆刷。并沒有用道任何Alphas的來雕刻;我通常喜歡所有的細節(jié)都手動雕刻出來。這樣雖然比較有挑戰(zhàn)性,但結果常常會更好。

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The Cloth was done in Maya and then sculpted in ZBrush as well.

衣服也是MAYA里面建造然后導入到ZBrush雕刻的。

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Texturing紋理繪制

Texturing is one of the most creative and fun parts. I didn’t have any color scheme to work * so I used what I felt would match the character best. I looked at some reference images and came up with an organic like color scheme. Polypainting was used for texturing along with the dry-brushing technique. I used mainly the Spray Stroke along with Alpha 23. Once the base colors were applied, I then went over it with a very light coat of the skin color. The same applies to the cloth.

紋理的繪制是整個創(chuàng)作過程中最有創(chuàng)造力和有趣的部分之一。我并沒有任何的配色方案做參考,所以我用我自己認為最能和角色匹配的配色,我觀察了一些參考圖片然后獲得一些基本的配色方案。我使用Polypainting配合dry-brushing技術來繪制貼圖。我主要使用Spray Stroke配合Alpha 23來完成。當基本顏色繪制完成后,我在皮膚的顏色之上繪制了一層薄薄的顏色。衣服的文理也是使用同樣的方法完成。

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Rendering渲染

First I had to export several Displacement Maps * ZBrush. I normally export 32-bit Displacement Maps, as they are very simple to use and give the best results. I use Displacement Exporter 3 with these *tings

首先我要在ZBrush里面生成幾張置換貼圖。我通常輸出的是32位的置換貼圖,因為他們使用簡單并且結果很棒,我使用Displacement Exporter 3的設置如下。

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The Rendering process was somewhat tedious due to Maya’s incredible render pass system (…not). But the results were great. I exported a fairly high poly-count mesh, since this model will only be used for a still along with a simple Light Set-Up, using 2 planes as the main light source and 2 spotlights as kickers.

由于MAYA的復雜的render pass系統(tǒng),渲染的過程比較煩瑣。但是所得到的結果卻很不錯,我輸出一個面數(shù)很高的模型,因為這里只是制作靜幀并且燈光設置也很簡單,使用了兩個面作為主光,兩盞聚光燈作為輔助光

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I used the Mental Ray Skin Shader with a Scale Conversion of about 25 and maps for the Subdermal Weight, and Backscatter Weight and rendered with Final Gather. I made separate Render Layers for the Color, SSS, Occlusion, Specularity, Reflection, Shadow, and a Backscatter pass. (Color, reflection, Fresnel, and Occlusion for Cloth also).

我使用Mental Ray的皮膚材質(zhì),Scale Conversion設置為25.并且為Subdermal 權重,Backscatter權重連接的貼圖。并且開啟了Final Gather。

我創(chuàng)建了多個渲染層,包括Color, SSS, Occlusion, Specularity, Reflection, Shadow, 以及一個ackscatter 通道. (同樣為衣服設置reflection, Fresnel和Occlusion層.)

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I also rendered out a few black and white masks to use for compositing the cloth. I used Photoshop to put the image together. Here’s a better look at my layer blending modes.

為了后面合成衣服我也渲染了一張黑色和白色的遮照貼圖。我使用Photoshop把分層渲染的結果合在一起。下面是詳細的圖層混合模式圖解

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fausto_yuri

Thanks everyone and hope you enjoyed the tutorial. For any questions just email me at Fausto@pixolclay.com or view my website at www.pixolclay.com

多謝各位觀看并且希望大家喜歡這個教學,有問題可以發(fā)郵件給我Fausto@pixolclay.com或者到我的網(wǎng)站www.pixolclay.com也一樣。

clarisse搭建3D天空之城拉普達全過程 clarisse搭建3D天空之城拉普達全過程

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