朱峰社區(qū)首頁 朱峰社區(qū)

搜索資源 注冊|登陸

等待

返回 展開菜單

勞斯萊斯制作教程

高端角色人物制作 觀看預(yù)覽

高端角色人物制作

包含109節(jié)視頻教程
關(guān)注128.7萬

用于商業(yè)的高端人物制作系列教程,可以做為宣傳海報(bào)級別的人物制作高級教程,使用了全新的制作軟件,包含silo、maya、mari、nuke等,是非常專業(yè)和不可多得的高端角色教程。

關(guān)閉

2015年6月畫廊獎(jiǎng)獲得者Khaled Alkayed分享了他如何使用Maya和Photoshop制作勞斯萊斯

June 2015 Gallery Award Winner Khaled Alkayed shares how he made his winning Rolls Royce using Maya and Photoshop

In this tutorial I will explain the process behind my latest artwork Rolls Royce and will focus on the main steps taken in every stage of the work: concept, modeling, UV, texturing, environment, lighting, rendering and compositing.

在本教程中,我將解釋我最新的作品勞斯萊斯背后的過程,并將重點(diǎn)介紹在工作的每個(gè)階段采取的主要步驟:概念,建模,UV,紋理,環(huán)境,照明,渲染和合成。

Idea

The idea came when I was watching movies like Death Race and Mad Max. They gave me the urge to do something similar so I started with Maybach Exelero then Ferrari Enzo and finished here with Rolls Royce. In the beginning my goal was to work in a unique way that distinguished my work from others, which led me to spend quite a bit of time thinking and trying to come up with stranger and better ideas than anything that I've ever seen.

理念

這個(gè)想法來了,當(dāng)我在看電影死亡競賽和瘋狂的麥克斯。 他們給了我做類似的事情的沖動(dòng)。在一開始,我的目標(biāo)是以一種獨(dú)特的方式工作,使我的工作與其他人區(qū)分開來,這導(dǎo)致我花了相當(dāng)多的時(shí)間思考,試圖想出比我見過的任何都好的想法。

Modeling (Main Shape)

Before I began modeling, I collected lots of images and references for the car; I found blueprints from Blue Print Box and The Blue Prints. To build the main shape accurately, I started in Maya and used Polygon Primitives to model a simple shape (lowpoly) then continued to the details of the car.

建模(主要形狀)

在我開始建模之前,我收集了許多圖像和參考的汽車; 我發(fā)現(xiàn)了藍(lán)色打印盒和藍(lán)色打印的藍(lán)圖。 為了準(zhǔn)確地構(gòu)建主要形狀,我開始在Maya并使用Polygon Primitives來建模一個(gè)簡單的形狀(lowpoly),然后繼續(xù)到車的細(xì)節(jié)。

Modeling (Additions and modifications)

I also collected lots of references for what I wanted to add and modify on the vehicle like the weapons, rockets, wheels, shields and doors. Some sites I used to find things are Prime Portal and Tactical Vehicles News. I worked on every model separately and when it was finished I added it to the main body.

建模(增加和修改)

我還收集了很多關(guān)于我想在車輛上添加和修改的參考,如武器,火箭,輪子,盾牌和門。 我曾經(jīng)找到的東西的一些網(wǎng)站是Prime Portal和Tactical Vehicle News。 我分別處理每個(gè)模型,當(dāng)它完成后,我把它添加到主體。

UV Mapping

I use XrayUnwrap plugin because it's a good way to speed up your work in pipeline for UV Mapping. I worked on every part separately as this makes the texturing stage easier for me. Once I was done with unwrapping I applied the checker pattern shader to make sure the UVs were set correctly and look for problems.

UV映射

我使用XrayUnwrap插件,因?yàn)樗且粋(gè)很好的方式來加快你的工作在管道中的UV映射。 我分別處理每個(gè)部分,因?yàn)檫@使我的紋理階段更容易。 一做了一次詳細(xì)展開,我應(yīng)用檢查器模式著色器,以確保UVs設(shè)置正確,并尋找問題。

Texturing

After I finished the UV Mapping I looked for reference materials to use, such as rusty cars, rusty bulldozer, weapons etc. I found quite a lot of masks and texture from CG Textures. I added the textures solely using Photoshop.

紋理

在我完成UV映射后,我尋找參考材料使用,如生銹的汽車,生銹的推土機(jī),武器等。我發(fā)現(xiàn)了很多面具和紋理從CG紋理。 我只使用Photoshop添加紋理。

Environment

There are many ways to add environments or backgrounds to your work; you can use an HDRi, a 3D environment, or a combination of both. However, since I didn't have time to work on a 3D environment I chose to use an HDRi and looked for the best image for the car. I chose industrial environment that has a big street which was what I wanted.

環(huán)境

有很多方法可以為您的工作添加環(huán)境或背景; 您可以使用HDRi,3D環(huán)境或兩者的組合。 然而,由于我沒有時(shí)間在3D環(huán)境下工作,我選擇使用HDRi,并尋找汽車的最好的圖像。 我選擇了有一條大街的工業(yè)環(huán)境,這是我想要的。

After importing the image to perspective view port in Maya, I made a 3D street exactly like the image and I set the perspective and settings of the camera correctly to match it. I didn't want to render the street as it is in the image so I used VRay to render the shadows and reflections on it, to do that I used VRayMtlWrapper material.

將圖像導(dǎo)入Maya中的透視圖端口后,我做了一個(gè)完全像圖像的3D街道,我正確設(shè)置了相機(jī)的透視和設(shè)置以匹配它。 我不想渲染的街道,因?yàn)樗窃趫D像中,所以我使用VRay渲染陰影和反射對它,做我使用VRayMtlWrapper材料。

Lighting

I used two invisible lights in the whole scene, VRay Dome Light for global lighting and VRay Area Light for sunlight.

燈光

我在整個(gè)場景中使用了兩個(gè)隱形燈,VRay Dome Light用于全景照明,VRay Area Light用于陽光。

Rendering

I use simple render settings. I set a big resolution of 5000 pixels across, set the AA filter type to Area (under Image Sampler), and set the Color Mapping type to Exponential. Under GI, I select Irradiance Map and Light Cache, and under Render Elements I select ZDepth and Material ID passes.

呈現(xiàn)

我使用簡單的渲染設(shè)置。 我設(shè)置了5000像素的大分辨率,將AA濾鏡類型設(shè)置為區(qū)域(在圖像采樣器下),并將顏色映射類型設(shè)置為指數(shù)。 在GI下,我選擇輻照度圖和光緩存,并在渲染元素下選擇ZDepth和材料ID通過。

Final image front view

最后的圖象正面圖

Final image ? back view

最終的圖像?后視圖

Khaled's top tip

Always use Bevel Tool for sharp edges on your models, this will make model more realistic when rendering.

Khaled的頂尖

始終對模型上的銳邊使用斜角工具,這將使模型在渲染時(shí)更逼真。


朱峰社區(qū)3dsmax2016模擬學(xué)習(xí)系統(tǒng) 朱峰社區(qū)3dsmax2016模擬學(xué)習(xí)系統(tǒng)

朱峰社區(qū)網(wǎng)頁版
朱峰社區(qū)網(wǎng)頁版(手機(jī)掃描-分享-添加到屏幕)


朱峰社區(qū)公眾號
朱峰社區(qū)微信公眾號(微信掃一掃-關(guān)注)

資源說明圖文教程無法下載,只能觀看圖片和文字。
版權(quán)規(guī)則本站圖文皆來自互聯(lián)網(wǎng)共享資源,如涉及到版權(quán)請查看版權(quán)規(guī)則。本平臺(tái)提供圖文僅可用于個(gè)人學(xué)習(xí),如用于商業(yè)請購買正版。您必須遵守的版權(quán)規(guī)則

未知用戶

未知用戶

story丶

story丶

老vip

厲害

贊0

踩0

17年1月16日

張華杰

張華杰

普通會(huì)員

非常棒的教程

贊0

踩0

17年1月16日

linyf1234

linyf1234

普通會(huì)員

不錯(cuò)

贊0

踩0

17年1月16日

2005-2025 朱峰社區(qū) 版權(quán)所有 遼ICP備2021001865號-1
2005-2025 ZhuFeng Community All Rights Reserved

VIP

朱峰社區(qū)微信公眾號

回頂部

1.復(fù)制文本發(fā)給您的QQ好友或群、微信等;好友點(diǎn)擊鏈接以后,轉(zhuǎn)發(fā)就成功了。 2.如朋友點(diǎn)擊您的鏈接,您需要需刷新一下才行;同一個(gè)好友僅能點(diǎn)擊一次。
購買VIP,觀看所有收費(fèi)教程。