包含7節(jié)視頻教程
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這絕對是市面上最好的3dmax蒙皮技術(shù)了,從大體到末端。每個細(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。
在這個簡短的教程中,我將分享我在Jakarta Old中所展示的建模方法。
In this short tutorial, I'm going to share the way I modeled destruction as shown in my Jakarta Old
我開始在3ds Max中使用一個盒子對象,并在其上應(yīng)用了防銹墻紋理。
I started with a box object in3ds Max, and applied a rust wall texture to it.
基本塊
The basic block
然后我將盒子轉(zhuǎn)換為可編輯多邊形,選擇了其中的一條邊,并應(yīng)用了擠壓邊緣。我保持拉伸半徑,離中心邊緣不太遠(yuǎn)。
Then I converted the box to Editable Poly, chose one of the edges and applied Extrude Edges. I kept the Extrude Radius decent and not too far from the center edge.
擠壓邊緣
Extruding the edges
然后,我使用Box Mapping應(yīng)用了UV貼圖修改器,選擇了所有的多邊形曲面,并清除了此框中的所有平滑組。
I then applied the UVW map modifier with Box Mapping, selected all the polygon surfaces and cleared all the smoothing groups in this box.
清理平滑組
Clearing the smoothing groups
在“頂點(diǎn)子對象”下,我使用“切割”工具開始制作墻壁邊緣的被破壞部分。
Under the Vertex Sub Object, I used the Cut tool to start making the destroyed part of the wall's edge.
在塊中創(chuàng)建斷點(diǎn)
Creating the breaks in the block
我保留了左邊和右邊的頂點(diǎn),相同的數(shù)字,以便以后可以附加。
I kept the vertex on both the left and right side, the same number so I can attach it later.
一個對稱的邊緣
A symmetrical break
然后我刪除中心邊緣
I then removed the center edge
去除中心邊緣
Removing the center edge
用Cut工具連接左右頂點(diǎn),看起來像這樣。
And connected the left and right vertex with the Cut tool so it looked like this.
修復(fù)差距
Repairing the gap
然后我選擇了被破壞部分的多邊形,并給這個盒子的其余多邊形賦予了一個不同的平滑組。 任何數(shù)字都可以,不過我的是一個四邊形的平滑組合,其余的邊框都是3。
I then selected the polygons in the destroyed part and gave it a different Smoothing group to the rest of the polygons on this box. Any number will do, but mine was a Smoothing group of 4 for the destroyed polygon and 3 for the rest of the box.
分配一個不同的平滑組
Allocating a different Smoothing group
我選擇了被破壞部分的頂點(diǎn),然后去到頂點(diǎn)的子對象。我在界面的右下方拉下滾動面板,然后滾動到油漆變形面板。在那里,我找到了推/拉按鈕,并按了它,并調(diào)整了數(shù)字。我輸入如下值:推/拉值:-3.5 mm,刷尺寸:65mm,刷子強(qiáng)度:1。
I selected the vertex inside the destroyed part and went to the vertex's sub object. I pulled down the scroll panel at the right bottom of the interface, and scrolled all the way down to the paint deformation panel. There I found the push/pull button and pressed it, and adjusted the number. I entered the following values: Push/Pull value: -3.5 mm, Brush size: 65mm, Brush strength: 1.
請注意,對于“推/拉”值,負(fù)號推動曲面,正號拉動曲面。
Note that for the Push/Pull value, a minus number pushes the surface, and the plus number pulls the surface.
處理涂料變形
Working with paint deformation
然后我開始調(diào)整表面,直到得到我想要的結(jié)果。
I then started to adjust the surface until I got the result that I desired.
最后摧毀的墻邊
The final destroyed wall edge
這是快速渲染的結(jié)果,不錯吧! 這項(xiàng)技術(shù)非常簡單,但它可以給我們的環(huán)境場景帶來清晰的效果,增加現(xiàn)實(shí)感
Here's the quick render result, not bad huh! The technique is pretty simple, yet it can give a cool result and add realism to our environment scene.聽
被毀的墻壁
The destroyed wall
這是如何應(yīng)用在我的3D作品之一
Here's how the technique applied in one of my 3d work
這就是如何在3ds Max中進(jìn)行破壞建模。我知道有些人可能會說使用ZBrush會更好的——如果你想要一個快速的結(jié)果而不需要移動到另一個軟件,這種技術(shù)更像是一種傳統(tǒng)的技術(shù)。我認(rèn)為它很快,而且效果很好!
That's all about how to do destruction modeling in 3ds Max for now. I know some of you might say it's better to use ZBrush - this technique is more like a traditional technique if you want a quick result without moving to another software. I think its fast, and works great!
希望本篇教程可以對你有所幫助。
Hope you can find this tutorial useful.
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