朱峰社區(qū)首頁 朱峰社區(qū)

搜索資源 注冊|登陸

等待

返回 展開菜單

制作別具風(fēng)格的怪物(一)

次世代場景UDK應(yīng)用 觀看預(yù)覽

次世代場景UDK應(yīng)用

包含45節(jié)視頻教程
關(guān)注35.2萬

詳細(xì)講解次世代場景,以及如何在UDK中搭建,精細(xì)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(xué)習(xí)吧!

關(guān)閉
初始形狀
Experimenting with shapes
 

我喜歡用ZBrush做雕刻,這對我來說是一段很難忘的經(jīng)歷。我經(jīng)常只是隨便亂畫,偶爾也會得到一些有趣的東西。這是其中一個草圖。我一開始不知道它會是什么樣子,只是用移動和粘土畫筆拉推形狀。雕刻完成后,我把它放到Photoshop里面去畫。對我來說,這是創(chuàng)建概念的一種非常有效的方式。

 

I absolutely love to sketch in ZBrush ? it's a very zen experience for me. I often simply doodle around, and occasionally get something interesting that I can turn into a final piece. This was one of those sketches. I started out with no idea of what this was going to look like, simply pulling and pushing shapes using the Move and Clay Buildup brushes. Once the sculpt was working, I took it into Photoshop to paint over it. For me, this is a really efficient way to create concepts.

 

 

如果你把ZBrush和Photoshop結(jié)合起來,就可以非常有效地完成概念創(chuàng)作。

 

Concept creation can be done very efficiently if you combine the powers of sculpting in ZBrush with painting in Photoshop

 

改造模型
 Refining the model
 

在這一點上,我開始提煉雕刻。盡管如此,我唯一關(guān)心的是形狀。我仔細(xì)檢查了這個階段的輪廓,以確保它的強度和我想得到的一樣。你真的應(yīng)該考慮一個360度輪廓的模型。這樣,模型將從各個角度進(jìn)行工作。

 

At this point, I started to refine the sculpt. Still though, the only thing I cared about was the form. I carefully checked the silhouette at this stage to make sure it was as strong as I could get it. You should really consider a model to be a 360-degree silhouette. This way, the model will work from every angle.

 

在這一階段,你不會有任何細(xì)節(jié),比如毛孔和細(xì)紋。想想那些龐大的群體,比如底層的骨骼、肌肉、脂肪和皮膚。我看到的第一個錯誤是,在沒有工作模式的情況下,過早地把細(xì)節(jié)放在前面。

 

During this stage, you don't put in any details, like pores and fine wrinkles. Think about the big masses, like the underlying skeleton, muscles, fat and skin. The number one beginner mistake I see is to put details in way too early without a working model underneath.

 

 

只有大形狀的工作,經(jīng)常檢查輪廓。

 

Only work with big shapes and check your silhouette often

 
測試顯示
Test renders
 

我將在整個制作過程中對我所有的項目進(jìn)行測試。這對解決我想要的東西非常有幫助,尤其是當(dāng)我沒有樹立一個概念形象的時候。

 

I will do test renders of all my projects throughout the production. This is extremely helpful to settle in on what I want in the end, particularly when I'm not working after a concept image set in stone. 

 

我把這個模型變成了MODO,我發(fā)現(xiàn)它在燈光、陰影和渲染方面都很出色。感謝交互式預(yù)覽渲染。做這些測試真的可以幫助我了解我的項目的方向。做這些測試也是一個好主意,因為我覺得我可以在這里試驗燈光,顏色和構(gòu)圖。

 

I took the model into MODO, which I find to be phenomenal at lighting, shading and rendering ? with thanks to the interactive preview render. Doing these tests really helps me to know in which direction I'm going with my project. It's also a good idea to do these tests as I feel I can experiment with the lighting, use of colors and composition here.

 

 

整個項目中進(jìn)行測試。它只需要幾個小時。

 

Do test renders throughout your project. It takes only a few hours.

 

收集參考資料
Gathering references
 

不斷收集參考。如果你想要得到一個可信的最終結(jié)果,一個好的參考圖是必不可少的。我的個人參考圖片庫現(xiàn)在包含了8000多張圖片。不管你的圖片庫有多好,你還是會從好的參考中受益。有時候,我只會從參考資料中得到更小的細(xì)節(jié),比如皺紋應(yīng)該是什么樣子,或者有時候這是整個項目的一個全新的方向。大多數(shù)時候,它是介于兩者之間的。和其他東西一樣,好的引用也是一種工具。如果使用得當(dāng),它將有利于你的項目。

 

Constantly gather reference. If you want a believable end result, a good reference library is essential. My personal reference gallery now contains more than 8,000 images. Regardless of how good your internal visual library might be, you will still benefit from good reference. Sometimes I will only get the smaller details from reference, like how the wrinkles should be, or sometimes it's an idea for an entirely new direction for the entire project. Most of the time, it's something in between though. As with everything else, good reference is a tool. If used well, it will benefit your project. 

 

 

米克爾弗朗森(Mikkel H. Frandsen)的形象《異形》(Spike Alien)是亨寧對穆迪康拉德(Moody Conrad)的一種評價。

 

Mikkel H. Frandsen's image Spike Alien was one of Henning's references for Moody Conrad.

 

得到反饋
Getting feedback
 

在整個項目中,記住要你信任的人給你好的反饋。你得到的反饋會對最終的結(jié)果產(chǎn)生巨大的影響,也會讓你保持動力。在你觀察相同的多邊形和像素數(shù)天之后,你會完全迷茫。一雙清新的眼睛可以讓人耳目一新。

 

Throughout the project, remember to show it to people you trust to give you good feedback. The feedback you get can have a huge impact on the final result and also keep you motivated. After you've been looking at the same polygons and pixels for days, you become completely blind. A fresh pair of eyes can be so refreshing. 

 

也就是說,記住你的初衷,不要盲目地聽從反饋。一定要把它考慮在內(nèi),但要記住,這是你的項目,如果反饋與你的愿景完全沖突,你就沒有義務(wù)去改變它。

 

That said, remember your original vision and don't listen blindly to the feedback. Always take it into consideration, but remember that it's your project and if the feedback completely clashes with your vision, you're not obliged to change it. 

 

 

不要害怕尋求反饋。要覺得批評是最好的幫助,所以如果人們能提供,那就太好了。

 

Don't be afraid to ask for feedback. Henning finds paintovers to be the best help, so if people can provide one, that's great

clarisse搭建3D天空之城拉普達(dá)全過程 clarisse搭建3D天空之城拉普達(dá)全過程

朱峰社區(qū)網(wǎng)頁版
朱峰社區(qū)網(wǎng)頁版(手機(jī)掃描-分享-添加到屏幕)


朱峰社區(qū)公眾號
朱峰社區(qū)微信公眾號(微信掃一掃-關(guān)注)

資源說明圖文教程無法下載,只能觀看圖片和文字。
版權(quán)規(guī)則本站圖文皆來自互聯(lián)網(wǎng)共享資源,如涉及到版權(quán)請查看版權(quán)規(guī)則。本平臺提供圖文僅可用于個人學(xué)習(xí),如用于商業(yè)請購買正版。您必須遵守的版權(quán)規(guī)則

未知用戶

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

朱峰社區(qū)微信公眾號

回頂部

1.復(fù)制文本發(fā)給您的QQ好友或群、微信等;好友點擊鏈接以后,轉(zhuǎn)發(fā)就成功了。 2.如朋友點擊您的鏈接,您需要需刷新一下才行;同一個好友僅能點擊一次。
購買VIP,觀看所有收費教程!