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講解動(dòng)畫師必須了解的運(yùn)動(dòng)規(guī)律的基礎(chǔ)。很巧妙的讓你一步步的了解各種運(yùn)動(dòng)規(guī)律的掌握。一步步邁向動(dòng)畫師之路。
在這個(gè)作品中,我將簡(jiǎn)要地介紹我的創(chuàng)作卡通人物的工作流程。 我想用一個(gè)角色做一個(gè)短片,所以我決定創(chuàng)建快樂(lè)的船長(zhǎng)。 我使用3ds Max,ZBrush,V-Ray和Photoshop創(chuàng)建完成的插圖。
In this making of I will briefly go through my workflow for creating a cartoon character. I want to make a short film using a character so I decided to make the jovial skipper. I used 3ds Max, ZBrush, V-Ray, and Photoshop to create the finished illustration.
Before I begin modeling I look for suitable references; for this character I have chosen to go with a big body so I have researched other large characters from some of my favorite films, including Kung Fu Panda, Despicable Me, and Wall-E. I try to look for references that reflect how I envision my character will look like when finished. Once I have gathered the references I make notes and work out the key features.
在我開(kāi)始建模之前,我尋找合適的引用; 對(duì)于這個(gè)角色,我選擇了一個(gè)大的身體,所以我研究了一些我最喜歡的電影,包括功夫熊貓,卑鄙的我和Wall-E的其他大字符。 我試著尋找反映我如何設(shè)想我的字符將看起來(lái)像完成后的參考。 一旦我收集了參考文獻(xiàn),我做筆記,并制定的主要特點(diǎn)。
I start modeling in ZBrush with the DynaMesh feature to build up the basic forms of my character - from a simple sphere to a fully formed body, including the clothing.
我開(kāi)始在ZBrush建模用DynaMesh功能建立我的角色的基本形式 ,從一個(gè)簡(jiǎn)單的球體到一個(gè)完全成型的身體,包括服裝。
Once I am happy with the overall shape I send it over to 3ds Max to work on the retopology. I weld the vertices and cut the edges until the mesh is how I want it.
一旦我對(duì)整體形狀感到滿意,我就把它發(fā)送到3ds Max去做重構(gòu)。 我焊接頂點(diǎn)和切邊,直到網(wǎng)格是我想要的。
With the topology of the mesh sorted, I am able to unwrap the character to get UV maps using the Unwrap Modifier in 3ds Max.
使用網(wǎng)格的拓?fù)渑判颍夷軌蚪忾_(kāi)字符以使用3ds Max中的解包修改器獲取UV地圖。
I send the mesh back in to ZBrush so I can add texture and details such as pores, wrinkles, and deformations using a variety of brushes and alphas.
我將網(wǎng)格發(fā)送回ZBrush,所以我可以使用各種畫筆和阿爾法添加紋理和細(xì)節(jié),如毛孔,皺紋和變形。
Still in ZBrush, I paint different maps including diffuse map, sss weight, hair density, glossiness, normal map, specular, displacement etc. Then I export them to 3ds Max to combine and create the shading.
仍然在ZBrush,我畫不同的地圖,包括漫射地圖,sss重量,頭發(fā)密度,光澤度,法線貼圖,鏡面,位移等。然后我導(dǎo)出他們到3ds Max組合和創(chuàng)建陰影。
To light the character I use a simple three light setup in V-Ray. I used a V-Ray Dome light with an HDRi as the main light and two V-Ray Planes.
為了點(diǎn)亮角色,我在V-Ray中使用了一個(gè)簡(jiǎn)單的三光設(shè)置。 我使用一個(gè)V-Ray圓頂燈與HDRi作為主光和兩個(gè)V-Ray Planes。
I use the basic VRayMtl shader to make the shading of clothes. I also use some falloff maps to give the fabric texture. For the skin I used a VRayBlendMtl with VRayFastSSS2 on the base layer and combined with two VRayMtls to make the glossiness (additive shellac mode).
我使用基本的VRayMtl著色器來(lái)做衣服的陰影。 我也使用一些falloff地圖給出織物紋理。 對(duì)于皮膚我使用VRayBlendMtl與VRayFastSSS2在基礎(chǔ)層上,并結(jié)合兩個(gè)VRayMtls,來(lái)制作光澤度(附加蟲膠模式)。
For the arm and facial hair I used the 3ds Max Hair and Fur modifier. To make the hair look more realistic I used some diffuse maps on the hairs.
對(duì)于手臂和面部毛發(fā),我使用3ds Max毛發(fā)和毛發(fā)修改器。 為了使頭發(fā)看起來(lái)更逼真,我在頭發(fā)上使用了一些漫射貼圖。
As I intend to make an animation with this character. I rig the skipper with some features that will facilitate the animation process. You can check out this on my rigging reel on my website.
我打算用這個(gè)角色制作動(dòng)畫。 我裝備船長(zhǎng)的一些功能,將有助于動(dòng)畫的過(guò)程。 你可以在我的網(wǎng)站上的索具卷軸上查看這個(gè)。
I render this project at 10k pixels which took a long time to be complete. In Photoshop I compose the final render with some render passes such as normal map of the scene (getting the red, green, and blue channels inside curves), reflection, glossiness, subsurface, ambient occlusion, and ZDepth. With the render passes put together I am finished.
我以10k像素渲染這個(gè)項(xiàng)目,這需要很長(zhǎng)時(shí)間才能完成。 在Photoshop中,我使用一些渲染通道(例如場(chǎng)景的法線貼圖(獲取曲線內(nèi)的紅色,綠色和藍(lán)色通道),反射,光澤度,地下,環(huán)境遮擋和ZDepth)組成最終渲染。 與渲染傳遞放在一起完成。
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