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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!
我已經(jīng)使用KeyShot呈現(xiàn)了Mer-Man的最終形象,我們將使用這個模型,它完全在ZBrush中創(chuàng)建,用于本教程。 本教程將介紹向模型應(yīng)用和修改材質(zhì)的基礎(chǔ)知識,以及使用簡單燈光創(chuàng)建燈光設(shè)置,最后概述LightCaps。
Even though I have rendered the final image of Mer-Man using KeyShot, we are going to use this model, which has been created entirely in ZBrush, for this tutorial. The tutorial will cover the basics of applying and modifying materials to your model, and create a lighting setup with simple lights, and finally an overview of the LightCaps.
The Material menu found on the top is where you will find your materials library and all the settings to modify them.
在頂部的材料菜單中,您將找到材料庫和所有設(shè)置以進行修改。
To apply a material to your model, you have to make sure to enable the Material Channel button. Make sure also to disable the Zadd or Zsub buttons so you won't sculpt your model while painting the material.
要將材料應(yīng)用到模型,必須確保啟用材料通道按鈕。 確保也禁用Zadd或Zsub按鈕,這樣你不會在繪制材料時雕刻你的模型。
Click on the first box of the Material palette and choose the material you want to paint from the library. You can see 2 different kind of materials : the MatCaps and the Standard Materials. The MatCaps have lighting information plugged in while the Standard ones don't. This factor will be important in the lighting and rendering stage as the MatCaps material cannot have their lighting change unless you modify the MatCap. The Standard Materials don't have lighting information plugged in and can be modify by the scene lighting. After selecting the material, you can now paint it on your model (make sure only the M channel button is enabled).
單擊材質(zhì)調(diào)色板的第一個框,然后從庫中選擇要繪制的材質(zhì)。 你可以看到2種不同的材料:MatCaps和標(biāo)準(zhǔn)材料。 MatCaps插入了照明信息,而標(biāo)準(zhǔn)版沒有插入。 這個因素在照明和渲染階段將是重要的,因為MatCaps材料不能改變照明,除非您修改MatCap。 標(biāo)準(zhǔn)材料沒有插入照明信息,可以通過場景照明進行修改。 選擇材料后,您現(xiàn)在可以在模型上繪制(確保只有M通道按鈕已啟用)。
As for the polypainting, you can use any brushes with different Strokes and Alphas to apply your selected material. You can also mask part of your model or apply the material by Polygroup as you would do to paint the texture. If you want to apply the material on the entire SubTool at once, with the M channel button enabled, press the Fill Object button in the Color palette.
對于著色,您可以使用任何具有不同筆觸和阿爾法的畫筆來應(yīng)用您選擇的材質(zhì)。 您還可以遮蓋模型的一部分,或者通過Polygroup應(yīng)用材質(zhì),就像繪制紋理一樣。 如果要同時在整個SubTool上應(yīng)用材質(zhì),啟用M通道按鈕,請在調(diào)色板中按下“填充對象”按鈕。
Open the sub-menu Modifiers to be able to access the parameters of your selected material. All materials don't have the same parameters available. Some materials might also have multiple channel indicated by the S1, S2, S3, and S4 buttons. You will find parameters in each of these channels for you to modify. You can also turn them on or off by clicking the little circle on the top left corner of the channel button. In the Mixer menu below, you will find some more parameters (Ex: SSS slider) for some materials.
打開子菜單修改器,以便能夠訪問所選材料的參數(shù)。 所有材料沒有相同的參數(shù)。 一些材料也可以具有由S1,S2,S3和S4按鈕指示的多個通道。 您可以在每個通道中找到要修改的參數(shù)。 您也可以點擊頻道按鈕左上角的小圈子,打開或關(guān)閉這些功能。 在下面的混音器菜單中,您將為一些材料找到更多參數(shù)(例如:SSS滑塊)。
Let's see how to set up a simple lighting in your scene by opening the Light palette. Here, you can see that one light is currently in the scene, and its basic parameters can be found under it (Color, Intensity, Ambient and Distance).
To add another light, you simply click on grayed light bulb. You can, then, modify the parameters of each light by selecting them. Click again on the selected light bulb to turn it off. Move the position of the light my sliding the red dot on the sphere in the preview window. To position the light behind the model, double-click on the red spot on the preview sphere of the Light menu.
讓我們看看如何通過打開Light調(diào)色板在場景中設(shè)置一個簡單的照明。 在這里,您可以看到一個燈當(dāng)前在場景中,其基本參數(shù)可以在它下面(顏色,強度,環(huán)境和距離)。
要添加另一個燈,你只需點擊灰色的燈泡。 然后,您可以通過選擇它們來修改每個燈的參數(shù)。 再次單擊所選燈泡將其關(guān)閉。 移動燈光的位置,在預(yù)覽窗口中滑動球體上的紅點。 要將光線放置在模型后面,請雙擊光菜單預(yù)覽球體上的紅色點。
In the properties palette, you will find the buttons to enable the shadow casting of the selected light, as well as enabling the sub surface scattering effect (you need to activate it also in the Render Properties).
By clicking on the Intensity curve button, you will have access to the intensity curve and its parameters to modify the light the way you want. The Type and Shadow palettes are pretty self explanatory, the thing to remember is that these parameters apply only to the selected lights.
在屬性選項板中,您將找到按鈕以啟用所選光的陰影投射,以及啟用子表面散射效果(您還需要在“渲染屬性”中激活它)。
通過單擊強度曲線按鈕,您將可以訪問強度曲線及其參數(shù),以按照您想要的方式修改燈光。 類型和陰影調(diào)色板是非常自我解釋,要記住的是,這些參數(shù)僅適用于選定的燈光。
Now, let's have a look at another way to create a lighting setup, especially when using MatCaps. First, turn off all the standard lights, then go to the LightCaps palette and create a new light by clicking the New Light button.
Change the position of the light by moving the red dot in the preview window. Modify its setting found below and create other lights by simply pressing the New Light button again. Switch between the lights you have created with the Light Index slider. You can switch to the Specular level to manipulate the lights that affect the specular of your material.
The diffuse channel is linked to the Channel A of your material and the Specular to the Channel B. If your material has only one channel, Diffuse and Specular will be both baked in the Channel A. If you want to use the Diffuse and Specular channel independently, make sure to choose a Material with both channels like the MatCap Red Wax. You can see in the Modifier menu of the material the two spheres representing the channel A and B of the material.
現(xiàn)在,讓我們來看看另一種創(chuàng)建燈光設(shè)置的方法,特別是在使用MatCaps時。首先,關(guān)閉所有標(biāo)準(zhǔn)燈,然后轉(zhuǎn)到LightCaps調(diào)色板,通過單擊新燈按鈕創(chuàng)建新燈。
通過移動預(yù)覽窗口中的紅點來更改燈的位置。修改其設(shè)置如下,并通過再次按下新燈按鈕創(chuàng)建其他燈。在您使用光指數(shù)滑塊創(chuàng)建的燈之間切換。您可以切換到鏡面級別來操縱影響材料鏡面反射的燈光。
擴散通道鏈接到材料的通道A,而鏡像鏈接到通道B.如果您的材料只有一個通道,漫反射和鏡面將在通道A中烘焙。如果要使用漫反射和鏡面通道請確保選擇具有兩個通道的材質(zhì),如MatCap Red Wax。您可以在材質(zhì)的修改器菜單中看到代表材料通道A和B的兩個球體。
Another way to create a LightCaps is to load an image in the Background palette, change its settings if needed, and press the LightCaps button. Now, go down to the LightCaps palette and you will see all the lights created following the image you had loaded.
From there, you can still select and fine tune each light to have the result you are looking for. The LightCap Adjustment palette lets you modify some parameters of all the lights at once. In the next chapter, we will see how to render this character.
創(chuàng)建LightCaps的另一種方法是在背景調(diào)色板中加載圖像,如果需要,更改其設(shè)置,然后按LightCaps按鈕。 現(xiàn)在,進入LightCaps調(diào)色板,您將看到根據(jù)您加載的圖像創(chuàng)建的所有燈。
從那里,你仍然可以選擇和微調(diào)每個光,以獲得你想要的結(jié)果。 LightCap調(diào)整選項板允許您一次修改所有燈的一些參數(shù)。 在下一章中,我們將看到如何渲染這個字符。
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