包含109節(jié)視頻教程
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用于商業(yè)的高端人物制作系列教程,可以做為宣傳海報級別的人物制作高級教程,使用了全新的制作軟件,包含silo、maya、mari、nuke等,是非常專業(yè)和不可多得的高端角色教程。
這個造型是我去年開始做的速度項目之一,想法是使用一個現(xiàn)有的2D概念,并在一到兩天內(nèi)把它變成3D(我自己扭曲)。 這一次我從他們的第二本書中選擇了Creature Box的草圖之一; 我在他們的作品中已經(jīng)有一段時間了,因為它們有很強的風格,在所有的設(shè)計中都可以看到。另一件我想工作時在這些造型的時間,這一個我沒有時間做充分的身體和表情。
This sculpt was one of my speed projects that I started doing last year, the idea is to use an existing 2D concept and turn it into 3D (with my own twist) in one to two days. This time I picked one of the sketches by Creature Box from their second book; I've been a fan of their work for quite a while now because they have very strong style which can be seen across all their designs. Another thing I think about when working on these sculpts is the time frame, for this one I just didn't have time to do the full body and expressions.
The first step is to get the main shapes1st step is to get the main shapes right. I started sculpting in ZBrush with a Sphere mainly using the ClayTubes and Move brushes; I had the original Creature Box sketch loaded in the background and used that to help me create the basic shapes. I used DynaMesh whenever there were too many polygons, I used the DynaMesh Master plug-in because you can set the amount of polygons you want and keep it nice and low. The fewer polygons you are working with mean it much easier to keep control of the shapes. The aim of this step was to get the main shapes done and correct; I focused on the head first and then moved on to the rest.
第一步是獲得主要shapes1st步驟是獲得主要形狀正確。 我開始在ZBrush雕刻一個球體主要使用ClayTubes和移動畫筆; 我有原始的生物盒草圖加載在背景中,并用于幫助我創(chuàng)建基本的形狀。 我使用DynaMesh每當有太多的多邊形,我使用DynaMesh Master插件,因為你可以設(shè)置你想要的多邊形數(shù)量并保持很低。 您所使用的多邊形越少,意味著越容易控制形狀。 這一步的目的是使主要形狀完成和正確; 我先集中在頭上,然后移動到其余的。
When I was more or less happy with the head I started adding in the other base meshes for the props, as well as the jaws and teeth. I followed the same process as sculpting the head - start with a ZSphere and shape it according to the concept. I then added a hand by pulling out a cylinder (although I ended up remodeling it using a ZSphere.) To create the uniform I masked out the initial shaped and extruded it
當我對頭部或多或少感到滿意時,我開始添加在其他基礎(chǔ)網(wǎng)格的道具,以及頜骨和牙齒。 我遵循與雕刻頭相同的過程 - 從ZSphere開始,并根據(jù)概念塑造它。 然后我通過拉出一個圓柱體(盡管我最終使用ZSphere重塑它的手)添加了一個手。為了創(chuàng)建統(tǒng)一我掩蓋了初始形狀和擠壓它
I modeled the hard surface elements of the image in 3ds Max, again I tried to spend as little time as possible doing this. I am mainly a Maya user but the tools for modeling in 3ds Max are so much faster than they are in Maya, so when I have to model hard surfaces I use Max.
我在3ds Max中模擬了圖像的硬表面元素,我再次嘗試花費盡可能少的時間來做這個。 我主要是一個Maya用戶,但在3ds Max中建模的工具比他們在Maya中的快得多,所以當我必須建模硬表面我使用Max。
I imported the props into ZBrush to pose them properly. Once I had the gun in right position I rebuilt the arm using a ZSphere so that the fingers would wrap around the gun. I also continued to build up and refine the shapes on the face.
我把道具導入ZBrush來正確地對他們造成影響。 一旦我的槍在正確的位置,我重新使用ZSphere的手臂,使手指將包圍槍。 我也繼續(xù)建立和完善的臉上的形狀。
As this is a speed project I used ZRemesher to work on the topology because doing a proper session of retopology would take far too long. For UVs I used UVMaster it is fast and I knew I would be painting in the textures anyway; this is not something I would normally use in production but it is perfect for a personal speed project.
由于這是一個速度項目,我使用ZRemesher工作的拓撲,因為做一個適當?shù)臅挼闹匦峦負鋵⑿枰L時間。 對于UVs我使用UVMaster它是快速,我知道我會在紋理繪畫; 這不是我通常在生產(chǎn)中使用的東西,但它是完美的個人速度項目。
The three things I did to detail the skin:
1. I used the Clay Buildup brush in Spray Stroke mode with very low intensity (2) to make the uneven surface of the skin because it would look weird if it was too clean and perfect
2. For wrinkles I used the Slice brush and manually carved them in them manually and used the Inflate brush on the side of the slices to give them some body
3. For the pores I created alphas from TexturesXYZ for ZBrush and projected them with the Standard brush
我做了三個細節(jié)的皮膚:
1.我使用了具有非常低強度(2)的噴霧沖程模式的粘土積層刷來制造皮膚的不平坦表面,因為如果它太干凈和完美,它看起來很奇怪
2.對于皺紋,我使用切片刷,手動雕刻他們手動和使用膨脹刷在切片的一側(cè)給他們一些身體
3.對于毛孔我創(chuàng)建的AlphaAX從TexturesXYZ為ZBrush和投影與標準刷
I mainly used ZBrush to paint the skin - I started with the Standard brush in Spray Stroke with alpha07. I painted the base a pink color and then added red with low intensity around the eyes, nose, lips, cheeks, and around the fat on the neck. I did the same with a blue color and smoothed it all out in RGB mode. Once that was done I added some veins with alpha22. To add some color variation over the whole model I added some darker blotches on the skin. I finally painted a sub-dermal layer in a darker pink and added some orange to the overall color.
我主要使用ZBrush來繪制皮膚 - 我開始用標準刷在噴射沖程與alpha07。我把底涂成粉紅色,然后在眼睛,鼻子,嘴唇,臉頰和脖子上的脂肪周圍添加低強度的紅色。 我做了一樣的藍色和平滑它所有的RGB模式。 一旦完成,我添加了一些靜脈與alpha22。 為了在整個模型上添加一些顏色變化,我在皮膚上添加了一些較暗的斑點。 我終于畫了一個深層粉紅色的下真皮層,并添加了一些橙色的整體色彩。
To texture the gun, uniform, and ear pieces I used Substance Painter which is fantastic for texturing hard surfaces quickly. You can quickly generate textures based on the edge flow and normal curvature of your objects which is great for a speed project.
為了紋理槍,制服和耳片我使用物理畫家,是夢幻般的紋理硬表面快速。 您可以根據(jù)邊緣流和對象的正常曲率快速生成紋理,這對于速度項目是非常有用的。
For the lighting I used V-Ray for Maya with a basic three point light setup, I made sure that the rim light was stronger than the normal as I projected the background on to a curved plain behind the character. I wanted to get the feeling of strong sun light coming from the back. The shader setup was fairly simple; I used V-Ray Standard materials and the V-Ray AlShader. Doing it this way was great because it got me the results I wanted much faster than if I had used my usual method of blending V-Ray skin with V-Ray Standard material.
對于照明我使用V-Ray瑪雅與一個基本的三點光設(shè)置,我確保邊緣的光比正常,我投射背景上一個彎曲的平原背后的字符更強。 我想得到強烈的陽光從后面的感覺。 著色器設(shè)置相當簡單; 我使用V-Ray標準材料和V-Ray AlShader。 這樣做是偉大的,因為它得到我的結(jié)果,我想要比我使用我通常的方法混合V-Ray皮膚與V-Ray標準材料更快。
There was nothing fancy about my rendering process; I used the standard settings with few render passes that I usually use for quick composting - including Reflection, SSS, Specular, MultiMatte, ZDepth, and AO.
我的渲染過程沒有什么奇怪的; 我使用了通常用于快速堆肥的幾個渲染過程的標準設(shè)置 - 包括反射,SSS,鏡面反射,MultiMatte,ZDepth和AO。
For comping I used After Effects, I screened the spec with a MultiMatte pass added some SSS and adjust it with Curves. For the final look I used Magic Bullet Suite and frischluft plugins to add Grain, Blur, Bokeh, and Color Variation. I also added optical flare to enhance the sun effect coming from behind the monster backs. With these final touches I was done. Thanks for reading!
對于comping我使用After Effects,我篩選規(guī)格與MultiMatte通行證添加一些SSS和調(diào)整它與曲線。 為了最后的樣子,我使用Magic Bullet Suite和frischluft插件添加了Grain,Blur,Bokeh和Color Variation。 我還添加了光學耀斑,以增強來自背后的怪物后面的太陽效果。 有了這些最后的接觸,我完成了。 謝謝閱讀!
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