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3ds MAX制作逼真易拉罐

飛空艇 觀看預覽

飛空艇

包含4節(jié)視頻教程
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學習制作網游載具飛空艇模型,主要包括地板、繩索、帆布等常用物品的貼圖繪制技術。用這種方法可以搭建魔獸世界這樣成功的網游。你也一樣可以勝任!

關閉
step 1

create a cylinder with the height of 10.5 and radius of 3.3 in perspective view. change its height segs to 2, cap segs to 1 and make sure its sides sets to 18. rename this object to "soda_can"

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step 2

right click on the object and choose "convert to editable poly" from "convert to" submenu.

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step 3

from "editable poly" sub objects, click on polygon mode. then click on the most bottom face of soda_can object to select it.

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step 4

in the editable poly parameters, click on the "setting" button next to the bevel to open bevel option dialog. change height to 0.4 and outline to -0.7 and then hit ok.

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step 5

now click on the "setting" button next to the extrude to open its option dialog. change height to 0.2 and press ok.

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step 6

do the same thing with inset button and change its amount to 0.2.

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step 7

again bevel it with height of -0.4 and outline of -0.1.

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step 8

inset the same face with amount of 0.1.

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step 9

select the edge which you can see in the below picture and then hit loop button. loop will help to select all continuing edges.

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step 10

click on the "setting" button next to the chamfer to open its option dialog. change its chamfer amount to 0.05 and keep connect edge segments 1.

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step 11

unselect edge mode and make sure not any sub object is selected from editable poly modifier. now apply turbosmooth modifier and change its iteration to 2. now you can see if there is any problem in edges or not. the bottom part of soda can object is now ready. before moving to the next step, delete turbosmooth modifier. we will add it again in future but for now we don't need it.

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step 12

from "editable poly" sub objects, select polygon mode. this time select the top most face of soda_can object and bevel it with height of 1 and outline of -0.4.

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step 13

extrude it with height of 0.2.

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step 14

inset it with amount of 0.05.

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step 15

extrude it with height of -0.5.

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step 16

inset selected face with amount of 0.1.

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step 17

extrude it again with height of 0.2.

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step 18

finally inset it with amount of 0.5.

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step 19

select the edge which you can see in the below picture and hit loop button to select all its continuing edges.

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step 20

chamfer the selected edges with amount to 0.05 and keep connect edge segments 1.

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step 21

create a new plane object in top view with length of 2.5 and width of 1.5. we will use this plane just as a guide to create the door of soda can. later will delete this plane.

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step 22

create ngon shape at top view. its size is not important but make sure it just have 3 sides.

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step 23

right click on the ngone shape choose "convert to editable spline" from "convert to" submenu. then select vertex from editable spline sub objects. then select all three vertices of ngon shape. you can press ctrl+a as shortcut for "select all" command. now right click on the ngon shape and changes its vertices type to smooth.

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step 24

move vertices to match the size plane object. we used this plane to make sure the door of the can has 2.5 cm height and 1.5 widths. after this, you can delete plane object.

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step 25

with the help of top view, move the ngon shape at top of soda can object. here is the place that you can drink soda.

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step 26

select soda can object again and move its top vertices until you could get a shape same as below picture. in fact we used ngon shape just as guide. after this step you can remove ngon shape too.

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step 27

select the door shape of the can object and inset it with amount of 0.01

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step 28

while the polygon of door shape is selected click on the grow button to expand selected area.

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step 29

hold down the alt key and click on the polygon of the door shape to unselect it. now just a narrow band around the door is selected.

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step 30

extrude it with height of -0.01.

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step 31

select the polygon of the door shape and inset it with amount of 0.01.

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step 32

select the edge at the top of soda can same as the below picture and then click on the ring button to select all parallel edges.

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step 33

now hold down the ctrl key and click on the polygon mode in selection rollout of editable poly. so now all the polygons that were on the same way with selected edges will be selected too.

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step 34

extrude the selected polygons with height of 0.02.

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step 35

it is time for creating soda can opener. a small piece of metal that you shift it outward to open soda can. i call it "opener" in this tutorial but not sure if it is right name or not. create a plane in top view with both length and width of 2 and length segs of 3 and width segs of 2.

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step 36

convert it to editable poly and select two top polygons. inset them with amount of 0.1. now click on the collapse button on the edit geometry rollout of editable poly modifier.

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step 37

select the bottom polygon and do the same thing we did in previous step. now you have extra polygons at the bottommost of plane object. select them and delete them. finally you need to make all vertices at bottom of plane in one row. so select the vertices at bottom and align them to the vertices at edges.

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step 38

select and extrude the bottom polygons with height of -0.05.

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step 39

again extra faces will be created. so select and delete them. in the below picture i have show which polygons you need to delete.

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step 40

make sure there is not any sub object selected from editable poly. now add ffd 3x3x3 modifier to plane object. from ffd sub objects, select set volume.

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step 41

move the middle points a bit upper and almost on the plane segments.

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step 42

now change to control points sub object of ffd modifier and make a shape same as below picture. you need more ffd points.

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step 43

right click on the "opener" object and convert it to editable poly again. now move vertices to make a better shape same as below picture.

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step 44

select the edges same as picture below.

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step 45

hold down shift key and move selected edges down to clear new faces. in fact here you could use shell modifier to give it dimension but as far as in its real object is just bending corners, i used that way as well.

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step 46

select the edges as i show in picture below.

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step 47

click on the "setting" button next to the connect to open its option dialog. make sure its segments field is set to 1 and other fields are 0. then click on ok.

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step 48

select two edges at bottom of model same as picture below.

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step 49

hold down shift button and move the selected edges out.

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step 50

as final step of modeling you can create a small cylinder and put it on the "opener" model same as picture below. group them and put them on the top of the can. apply turbosmooth to models with iteration of 2.

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tip: maybe you ask the values that i used in this tutorial and how i found them. it is very easy way. i bought a soda and with a small ruler measuring it. so for different object you could do same.

part 2: 準備場景環(huán)境以及燈光

開始前確保我們用的是mental ray渲染器

step 51

創(chuàng)建一個面片,作為地面和背景。

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step 52

創(chuàng)建如下圖的兩盞光度學點光源。

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step 53

這兩個燈我們使用基本相同的設置,唯一不同的就是左邊的那盞強度低個500的樣子,這個不是特別重要啦,具體設置如下。

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step 54

下面我們給環(huán)境賦予一張hdr貼圖,在rendering欄下選擇environment,然后在none下面貼上那張hdr貼圖

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step 55

我們把這張hdri的圖片稍微調一下,打開材質編輯器,把hdri圖片拖給一個空白材質球,然后把mapping模式改為"spherical environment".

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step 56

下面控制一下場景的整體曝光度,選用"mr photographic exposure control",曝光值設為13,假如你覺得場景還是有點暗的話,就把這個值再打高些。

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part 3:材質和渲染的設置
step 57

選擇一個空白材質球,點擊standard按鈕,并在mental ray材質瀏覽面板下,雙擊"arch & design"這種材質,把它的diffuse color設為白色,并且把reflectivity設為0,因為我們不需要反射,然后把這個材質球賦予地面。

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step 58

在我們?yōu)橐桌迍?chuàng)建材質前,我們給材質設置id號,我們將給它設置兩個材質,一個是罐子的頂部和底部,一個是加log的 中間部分,好的在模型上我們選擇中間部分把id設為2,其余兩個設為1

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step 59

回到材質編輯器,在選擇一個空白材質球,點一下standard,雙擊multi/sub-object material

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step 60

在multi/sub-object basic parameters下點"set number"按鈕,然后就出現(xiàn)設置材質編號的對話框了,把值設為2 ,因為我們就兩種材質嘛。

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step 61

點擊id號為1的材質,一開始他是默認的材質屬性,我們把它換成"arch & design"的材質類型,并把其設置改為如下所示,在reflection color上我們貼上一張noise map

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step 62

id號為2的材質我們同樣換成"arch & design"材質,設置如下,并用下面的這張圖貼到它的diffuse cor,然后把這個材質球賦予模型

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step 63

渲染設置非常簡單,如下所示,使用final gather作為間接照明,medium級別就足夠了,確認你的filter類型為mitchell或者lanczos.

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step 64

渲染一下得到以下結果。

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part 4: droplets effect
step 65

下面我們在particle system粒子系統(tǒng)下點擊pf source按鈕

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step 66

在e pf souce攔下,我們點擊particle view,打開對話框,出現(xiàn)默認連接。

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step 67

我們需要對默認連接做些改變,設置如下,最后在position object event欄下我們加載我們易拉罐的模型,關閉對話框。

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step 68

選擇blobmesh,在場景中點擊創(chuàng)建,它出現(xiàn)的位置是無關緊要的。

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step 69

把blobmesh的屬性面板設置如下,把pf source加載到blob objects列表下。

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step 70

然后在場景中我們將blobmesh物體塌陷為多邊形,我們不在需要粒子形式的物體了,事實上我們創(chuàng)建pf source目的是為了關聯(lián)上我們的blobmesh object,以便將它轉化為多邊形。好的最后將它重命名為 "droplets"。

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step 71

在我們的droplets物體上加一個relax modifier修改器,把它的值設為1

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step 72

打開材質編輯器,選一個空白材質球,還是把它換成arch & design 材質球,將其參數(shù)設置如下,然后賦予我們的droplet物體

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step 73

我們創(chuàng)建了易拉罐及上面的水珠,但是我們的模型還沒有完成,當易拉罐在冰凍有水珠的狀態(tài)下,應該有一些冰霜之類的東西,我們將利用材質實現(xiàn)它,回到材質編輯器,選擇易拉罐材質,它包括兩部分,其中id號為2的材質也就是易拉罐的中間部分是我們要加冰霜的地方。點擊它,進入之前創(chuàng)建的"arch & design" 材質,點擊這個材質參數(shù)面板最頂上那個"arch & design"按鈕,雙擊blend material混合材質,將會彈出如下對話框,我們選擇第二個。否則之前的材質還得重新創(chuàng)建。

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step 74

現(xiàn)在材質1是易拉罐的那種材質,而材質2只是一個標準材質,右擊材質1選擇copy from its menu,然后右擊材質2粘貼上去,記住不要作為instance object進行粘貼。

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step 75

在材質2面板里,加一張bump貼圖,設置如下。

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step 76

回到混合材質面板,在mask下加noise貼圖,設置參數(shù)如下,并給noise貼圖的color 1加一個splat map

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開始最終渲染吧。

final result

希望你喜歡這個小教程。

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普通會員

很好的教程

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14年12月8日

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