包含45節(jié)視頻教程
關注35.2萬次
詳細講解次世代場景,以及如何在UDK中搭建,精細的建模。宏大的場景,經(jīng)過你的手也可以創(chuàng)造世界級高質(zhì)量游戲場景。還等什么。趕快來學習吧!
Santiago Betancur深入研究了他的一些令人敬畏的角色概念設計的工作流,在ZBrush,Keyshot和Photoshop中探索服裝和資產(chǎn)創(chuàng)造……
Santiago Betancur dives into the workflow behind the design of some of his awesome character concepts, exploring costume and asset creation in ZBrush, Keyshot, and Photoshop...
當你想創(chuàng)造一些東西的時候,這是最重要的步驟之一。 我總是試圖獲得現(xiàn)實生活中的參考資料,這有助于我們通過解剖學,紋理,材料分離,服裝,裝甲和道具來實現(xiàn)一個現(xiàn)實的概念。
This is one of the most important steps when you want to create something. I always try to get real life references, this helps a lot to achieve a realistic concept with great anatomy, textures, material separation, costume, armor, and props.
我不擅長繪畫,但在這種情況下,我開始用角色的設計來探索,盡可能地去解決設計問題。 當我對整體外觀感到滿意時,我進入ZBrush,并且做一個基體網(wǎng)格。 之后,我在Photoshop中修復它,并繼續(xù)探索設計的服裝和一般形狀。
I?m not great at drawing, but in this case I start to explore with the design of the character, trying to solve the design as much as I can. When I?m happy with the overall look I jump in to ZBrush, and I do a base mesh of the body. After that I overpaint it in Photoshop and keep exploring with the costume and general shape of the design.
1.從參考創(chuàng)建的草圖
2.在所選設計的兩個視圖中繪制草圖
3.在3D基礎模型之上重疊以解決服裝更多
1. Sketches created from the references
2. Sketch in two views of the chosen design
3. Overpaint on top of 3D base models to resolve the costume more
在對二維草圖感到滿意后,我再次進入ZBrush,開始阻止角色的其他部分,增加解剖結(jié)構(gòu),皮膚紋理等細節(jié)。 在這個階段,我解決了在2D部分中沒有注意到的新問題,這是在設計過程中使用3D的優(yōu)勢之一。
After I?m happy with the 2D sketches I jump again into ZBrush to start blocking out the rest of the character, adding more details on the anatomy, skin texture and so on. In this stage I resolve new problems that I didn?t notice in the 2D part, this is one of the advantages of using 3D in the design process.
在這一部分中,我使用了ZBrush,Zmodeler,Dynamesh,Alphas和神奇的live Booleans的多種工具組合,它是這類東西的工作流的一個偉大的游戲規(guī)則改變者。
In this part I used a mix of several tools inside ZBrush like, Zmodeler, Dynamesh, Alphas and the amazing live Booleans that it is a great game changer to the workflow for this kind of stuff.
在這個步驟中,我將一些Polypaint應用到角色上,并將最終的細節(jié)添加到基礎網(wǎng)格中,例如他的裝甲上的剪線,布料上的針跡,綁帶,按鈕等等。
In this step I apply some Polypaint to the character and add the final details to the base mesh, like cut-lines to his armor, stitches on the cloth, straps, buttons, and so on.
在這個過程中,我使用一個人體模型來阻擋角色的一些可能的姿勢。 有時我把不同姿勢的元素結(jié)合起來,我可以得到一個新的改進的姿勢,我可以使用這個角色。
In this process I use a mannequin to block out some possible poses for the character. Sometimes I combine some elements from the different poses and I can get a new improved pose that I can use for the character.
在這個步驟中,我將向您展示我在大多數(shù)項目中使用的呈現(xiàn)設置。我沒有太多的設置和類似的東西太多,因為有了標準配置,我就能解決所有問題,而且我可以在photoshop中對其余的渲染進行潤色。
In this step I show you the render settings that I use for most of my projects. I don?t really mess too much with settings and stuff like that because with the standard configurations I get everything resolved and I can polish the rest of the render inside photoshop.
在這里,我向您展示了一些我用來呈現(xiàn)的最常見的渲染傳遞。我也用這個方法在他的服裝元素上應用材料分離,在不同的材料中渲染我需要的區(qū)域,然后我在Photoshop中使用蒙版來將這些地圖繪制到服裝上?這樣也節(jié)省了很多時間。
Here I show you some of the most common render passes that I use for my renders. I also use this method to apply material separation on his costume elements, rendering the regions that I need in different materials, then I use masks in Photoshop to paint this maps onto the costume ? this saves a lot of time too.
在這個過程中,我使用了來自Keyshot不同材質(zhì)的多個渲染通道,在我需要材質(zhì)的部件上使用區(qū)域渲染。 這種方式要快得多。
In this process I use several render passes with different materials from Keyshot, using region render on the parts that I need the material. This way is much faster.
這是我的過程的最后階段。 在我解決了所有問題之后,我開始為最終的演示文稿添加顏色修正,情緒和一些視覺效果。 我使用Photoshop的插件Magic Bullet Photolooks,這是一個強大的工具,用于在圖像上進行著色和制作顏色漸變。 我也使用Photoshop中的一些技巧像調(diào)整圖層,在固體層上使用平面顏色的融合模式進行探索,等等。
This is the final stage of my process. After I have everything resolved I start to add color corrections, mood and some visual effects to the images for the final presentation. I use the plugin for Photoshop called Magic Bullet Photolooks, this is a powerful tool for colorizing and making color gradients on your images. I also use some tricks inside Photoshop like adjustment layers, explore with fusion modes using flat colors over a solid layer, and so on.
朱峰社區(qū)網(wǎng)頁版(手機掃描-分享-添加到屏幕)
朱峰社區(qū)微信公眾號(微信掃一掃-關注)
未知用戶
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