我敘述的主要步驟,構(gòu)建Cuberia嗎?我的假想的世界。

Inspiration
靈感
Cuberia is mainly inspired by Victorian era London, with some elements from various steampunk artworks I admire mixed in for good measure. I wanted to represent a powerful and dynamic city, which is a major epicenter of trading and political intrigue.
Cuberia主要靈感來源于維多利亞時代倫敦,與一些從不同的蒸汽朋克元素藝術(shù)品混合在一起。代表一個強大的和動態(tài)的城市,這是一個貿(mào)易和政治陰謀的主要中心。
The tower
塔
The main focus of this artwork is the tower, which stands at the front. The shape and design of my tower is mainly inspired by Disney Hollywood Studios - The Twilight Zone Tower of Terror. I paid a lot of attention to the texture and intricate details that could make it compelling to look at, such as the pipes, power source etc.
這個作品的主要焦點是塔,站在前面。塔的形狀和設(shè)計主要是受迪斯尼好萊塢電影公司——《暮光之城》的參考。我很多注意紋理和錯綜復(fù)雜的細節(jié),可以使它引人注目,如管道、電源等。

Tower of Terror at Disney Hollywood Studios
迪士尼好萊塢制片廠恐怖塔

The main focus of the piece
主要焦點
The city implementation
城市實施
I knew that implementing the entire city scene was going to be extremely demanding on my computer's memory. The workaround I used was to build a dozen or so unique elements and then use Maya particle instancing. The principle is that Maya only loads the instances (a house, a tree, etc.) one time and then you are able to multiply these elements almost indefinitely, without clogging the RAM memory. I added simple expression codes that randomize y-axis rotations and scaling. This helped randomizing instances even further. Autodesk has recently simplified this process with their plugin called XGen.
我知道實現(xiàn)整個城市場景是非常占用我的電腦的內(nèi)存要求。我使用的解決方案是建立一個十幾個獨特的元素,然后使用 Maya粒子實例化。Maya的原則是只加載實例(房子,樹等)一次,然后你可以把這些元素幾乎無限,沒有堵塞RAM內(nèi)存。我添加了簡單的表達式代碼隨機軸旋轉(zhuǎn)和縮放。這有助于進一步隨機化實例。歐特克最近與他們的插件叫XGen簡化這個過程。
I had three major particle systems:
- background forest
- city elements
- island grass and ground plants
我有三個主要的粒子系統(tǒng):
背景的森林
城市元素
島草和地面植物
At the end, I had around 3000 architectural objects and a huge number of trees, grass and other plants. Overall poly count was over 600,000,000 polys but the scene was still manageable.
在年底,我有大約3000建筑對象和大量的樹木,草和其他植物。整體的多邊形數(shù)超過600000000后但現(xiàn)場仍然可控。
I scattered multiple particle systems on basic terrain geometry
我分散多粒子系統(tǒng)的基本地形幾何
I used the Instancer tool, which replaces each particle with a geometry instance
我用實例工具,具有幾何實例替換每個粒子
Instance types
實例類型
The city itself is a combination of houses and various industrial elements. I purposely mixed medieval with 19th century architecture and retro-futuristic elements in order to get the impression of a very old, yet advanced city that has conquered electricity.
城市本身就是房屋和各種工業(yè)元素的結(jié)合體。我故意混合中世紀與第十九世紀的建筑和復(fù)古的未來元素,以獲得一個非常古老的,但先進的城市,征服了電力的印象。
房子的元素
中世紀的元素
To break the repetition I placed some unique buildings and elements such as the zeppelin, floating military vessel, the botanical garden, the city square etc:
打破重復(fù)我把一些獨特的建筑和元素如飛艇、浮動軍事船舶、植物園、城市廣場等
植物園
城市廣場
I was aiming for an exotic and oriental atmosphere, so I used Onyx software to create tropical trees like palms and such. The grass and ground plants are modeled in Maya.
我的目標是異國情調(diào)和東方的氣氛,所以我用紅Maya軟件創(chuàng)建熱帶樹木像手掌等。草和地面植物在Maya建模。
植物區(qū)系
Lighting
照明
The lighting is very basic; since it is an outdoor, daylight scene, I used a Mental Ray physical sun and sky. I tend to do lighting using the default Lambert material, without any textures.
照明是非;镜,因為它是一個室外,白天,我使用一個精神雷身體太陽和天空。我傾向于做照明使用默認的蘭伯特材料,沒有任何紋理。
照明
Render passes
渲染通道
The three major render passes I used for this project were Beauty, Ambient Occlusion, and ZDepth.
三大渲染我用于這個項目是 Beauty, Ambient Occlusion, 與 ZDepth.
美通過
Ambient Occlusion (contact shadows)
環(huán)境遮擋(接觸陰影)
ZDepth (used for both, depth of field and distance fog)
ZDepth(用于景深和距離霧)
Putting everything together in Photoshop
把一切都在Photoshop
Photoshop was used for:
1. Render passes compositing
2. Color corrections and contrasts
3. Adding sky and smokes
4. Chromatic Aberration effect
Photoshop是用于:
1。通過合成渲染
2。顏色校正和對比
3。添加天空和抽煙
4。色差的影響

Photoshop layers
PS圖象處理軟件層