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頭部紋理制作

星際2鐵門動畫 觀看預(yù)覽

星際2鐵門動畫

包含6節(jié)視頻教程
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這是目前為止最好的高級動畫教程,和暴雪美工一起學(xué)習(xí)制作星際爭霸片頭動畫,學(xué)習(xí)制作重金屬質(zhì)感的三維動畫,做出酷酷的讓人震撼的動畫鏡頭。還等什么呢?

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了解安德斯埃倫堡如何完善他的熊王模特的特殊照片般逼真的紋理
Discover how Anders Ehrenborg perfected the exceptional photo-realistic textures on his Bear King model

Texturing I
紋理一
If your aim is realism, it's important to start off with high quality photos. I got mine from www.3d.sk for this project. I decided to use two sets of photos of different men and combine them into one texture to get the look I was after. One was used for the skin texture and the other for beard and brows. 
如果你的目標(biāo)是現(xiàn)實(shí)主義,用高質(zhì)量的照片是很重要的,我決定使用兩套不同的男人的照片并將它們合并到一個(gè)紋理后。一個(gè)是用于皮膚紋理,另一個(gè)用于胡須和眉毛。。
I used a mix of these two heads from www.3d.sk to create the color map
我使用一個(gè)混合的兩個(gè)頭從www.3d.sk創(chuàng)建彩色地圖
Texturing II
紋理二
I unwrapped both faces in Photoshop, starting with the front-view and working my way around the head. Using layer masks in Photoshop to mask out unwanted parts of the photos makes it easy to go back and forth.
我打開PS圖象處理軟件的兩面,從前視圖開始繞著頭部工作。使用PS圖象處理軟件用層罩住不需要的部分。
Once the photos were unwrapped, I applied it to the 3D model. If both the texture and UVs are correctly unwrapped they'll usually match up pretty well. All that was needed in this case was a slight tweak to the UV borders, relaxing the UVs and then spending 15 minutes tweaking the UVs with Soft Selection to get the texture perfectly aligned to the model. I used to tweak the texture to match the UVs, but personally find this other technique faster and cleaner.
打開這些照片,我就把它應(yīng)用到三維模型中。如果UVs是正確的紋理那打開他們通常會搭配的很好。所有這一切都需要在這種情況下是一個(gè)微調(diào)的UV邊界,放松的UV,然后花15分鐘調(diào)整UV軟選擇得到紋理完全一致的模型。我用來調(diào)整紋理匹配UVs,但個(gè)人覺得這個(gè)技術(shù)更快更干凈。
Next up, I removed shadows and highlights. A great start to solving this problem is by using Image > Adjustments > Shadows/Highlights in Photoshop. Play with the parameters as they will vary between projects. This serves as a good start, but won't solve all your problems. To get rid of the remaining highlights I add a soft-light layer at the top of the stack. Pick a skin-tone color and paint over the small highlights. Play with colors and opacity and don't be afraid to create more than one layer to get rid of the highlights.
接下來,我移除陰影和亮點(diǎn)。解決這個(gè)問題的一個(gè)很好的開始是由PS圖象處理軟件使用圖像>調(diào)整>陰影/高光。發(fā)揮參數(shù),因?yàn)樗鼈儠陧?xiàng)目之間變化。這是一個(gè)良好的開端,但不會解決你所有的問題。為了去掉剩余的亮點(diǎn),我在堆棧頂部添加了一個(gè)柔光層。選擇膚色色調(diào)和油漆的小亮點(diǎn)。玩的顏色和不透明度,不要害怕創(chuàng)建一個(gè)以上的層,以擺脫突出。
Unwrapping faces in Photoshop, ready to apply to the 3D model
在Photoshop中展開,準(zhǔn)備應(yīng)用于3D模型。
Texturing III
紋理三
I finally started to added dirt, spots and war-paint, with stronger color variations, using a combination of photosand brushes.
我終于開始添加污垢,斑點(diǎn)和顏料,顏色變化較強(qiáng),使用photosand的刷子組合。
Once the color map was finished I could start creating textures for Bump, Glossiness, Reflection, and Subsurface Scattering. All of these were created based on the color map.
一旦彩色地圖完成我可以開始創(chuàng)建紋理凹凸,光澤度,反射和地下散射。所有的這些都是基于彩色地圖創(chuàng)建的。
To aid in the creating of the SSS map, I baked an Occlusion map of the head and then inverted it.
為了創(chuàng)建SSS地圖,我又渲染了一張 Occlusion 貼圖。
This gave me a black and white image with the thin parts of the model white and vice versa. I combined this with a gray version of the color map and then further darkened areas covered by the war-paint, beard, brows and hair to reduce the SSS effect.
這給了我一個(gè)黑色和白色的形象與模型的白色部分,反之亦然。我結(jié)合這個(gè)灰色版本的彩色地圖,然后進(jìn)一步黑暗的地區(qū)所涵蓋的戰(zhàn)爭涂料,胡子,眉毛和頭發(fā),以減少SSS效果。
The final color map applied to the ZBrush model
最終顏色映射應(yīng)用于ZBrush模型
Shading
陰影
I used V-Ray's VRayFastSSS2 material for the skin shader. It's fast and easy to setup with enough parameters to get the result I was after. The setting I used for the Bear King can be seen here.
我用V-Ray的vrayfastsss2皮膚著色材料。它能夠快速和容易設(shè)置參數(shù)。
Using VrayFastSSS2 settings for the skin shader
使用vrayfastsss2設(shè)置為皮膚著色
Beard and hair
胡子和頭發(fā)
It's important to break up the hair. I did so using several Hair Farm modifiers to clump it, vary its length, density, direction, and thickness. This was then rendered using V-Ray's new VRayHairFarmMod and VRayHair material which makes it possible to render Hair Farm with V-Ray lights and Global Illumination.
打破頭發(fā)是很重要的。我這樣做使用幾個(gè)頭發(fā)農(nóng)場修飾符叢生,改變其長度,密度,方向和厚度。這是當(dāng)時(shí)所采用的新材料和vrayhair V-Ray的vrayhairfarmmod使得用V-Ray燈光和全局光照渲染頭發(fā)農(nóng)場。
Hair tends to take its time to render. I recommend using the Adaptive DMC Image Sampler for test renders and Adaptive Subdivision Image Sampler for thefinal render.
頭發(fā)往往花時(shí)間渲染。我建議使用自適應(yīng)DMC圖像采樣測試渲染和最終渲染的圖像自適應(yīng)細(xì)分采樣器。
The lighting setup for this scene was pretty simple. One strong area light served as the key light, and a HDRI map served for GI and reflections. In the more advanced lighting setups, I'd recommend isolating lights one by one before rendering everything together. It makes rendering faster and gives you a better idea of what the light is affecting.
這個(gè)場景的燈光設(shè)置非常簡單。一個(gè)強(qiáng)大的區(qū)域光作為主光,和一個(gè)HDRI地圖為GI與思考。在更先進(jìn)的照明設(shè)置,我建議隔離燈逐一渲染一切之前。它使渲染更快,讓你更好地了解光的影響。
Depth of Field (DOF)
景深(DOF)
The first step is to render out a ZDepth image. In 3ds Max, I used the Tape Helper (Create > Helpers > Tape). I snapped it to my camera and measured the distance between the closest and furthest point of the model from the camera, and then added those numbers to the ZDepth Render Element parameters.
第一步是要渲染出ZDepth圖像。在 3ds Ma,我使用了磁帶助手(創(chuàng)建>助手>磁帶)。我把它給我的相機(jī)和測量距離最遠(yuǎn)點(diǎn)的模型從相機(jī)之間,然后加入這些數(shù)字ZDepth渲染元素參數(shù)。
I copied the ZDepth image into a new Channel (not layer) in Photoshop and renamed it DOF.
我復(fù)制ZDepth圖像到一個(gè)新的通道(層)在PS圖象處理軟件更名為自由度。
I then flattened my image and headed over to Filter > Blur > Lens Blur, where I set the depth map source to use my DOF channel. With Preview checked, I started playing with the parameters.
然后,我壓平我的圖象,并前往過濾器>模糊>鏡頭模糊,在那里我設(shè)置深度地圖源使用我的自由度通道。預(yù)覽檢查,我開始玩的參數(shù)。
This is a quick, easy and ? to me ? pretty accurate way of faking DOF which would otherwise have taken a long time to render.
這是一個(gè)快速,簡單嗎?對我?相當(dāng)準(zhǔn)確的方式偽造景深,本來已經(jīng)很長一段時(shí)間來呈現(xiàn)。
ZDepth image used for creating a subtle DOF (Depth of Field) in Photoshop
 ZDepth圖像用于創(chuàng)建一個(gè)微妙的DOF(景深)在PS圖象處理軟件
The final image
最終圖像


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