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樹林中的房屋制作

3dmax粒子 觀看預覽

3dmax粒子

包含4節(jié)視頻教程
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講解3dmax強大的粒子系統(tǒng)教程,包含默認的基礎粒子以及PF粒子系統(tǒng)的詳細講解,是學習3dmax必學的教程

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CG藝術家和建筑師Hossein Yadollahpour分享了他的Nasu Tepee創(chuàng)作的過程,使用3ds Max,ZBrush,以及一系列有用的插件…

CG artist and architect Hossein Yadollahpour shares the process behind his Nasu Tepee creation, using 3ds Max, ZBrush, and an array of useful plug-ins...

基本建模

在開始建模任何項目之前,重要的是將單元設置設置為您想要處理的單元,以避免建模過程中的任何問題。我開始根據(jù)我在互聯(lián)網上找到的信息對這座建筑進行建模。為了完成模型,我使用了Rayfire插件。

不要犯錯誤!我們不想破壞任何東西!通過安裝這個強大的插件,我們在3ds Max中添加了一個非常有趣和有用的修飾詞,叫做“Bricks Rayfier”。在我看來,這個插件是最快最簡單的建筑瓷磚的方法之一。

Basic modeling

Before starting to model any project, it is important to set the UNIT SETUP to unit which you want to work with, to prevent any problems during the modeling process. I started to model the building based on information I could find on the internet. In order to complete the model, I used the Rayfire plugin.

Do not make a mistake! We do not want to destroy anything! By installing this powerful plugin, we add a very interesting and useful modifier to 3ds Max which is called Bricks Rayfier. In my opinion, this plugin is one of the fastest and easiest ways to build tiles for buildings.

地面建模

首先,我在3ds Max中創(chuàng)建了一個平面,然后通過編輯多邊形的選擇,如軟選擇、整形和繪制變形等來編輯它。在3ds Max UV中,我將地面轉移到ZBrush軟件。 我將地面保存為位移和法線貼圖。 最后,我再次將地面轉移到3ds Max。

Ground modeling

First, I created a plane in 3ds Max then edited it by options existing in Edit Poly such as, soft selection, conform and paint deformation and so on. After UVing in 3ds Max I transferred the ground to the ZBrush software. I save the ground as a displacement and normal map. Finally, I transferred the ground to 3ds Max again.

相機設置和照明

我將參考照片導入3ds Max,然后將相機與場景相匹配。為了照明,我使用了2 HDRI。首先,我從www.peterguthrie.net上找到了一個:2003年的《彼得格瑟里》(Peter Guthrie pack),它為環(huán)境照明提供了一個很好的藍色主題。其次,我去了www.noemotionhdrs.net,得到以下HDRI的質量:Noemotion number 06- 14_sunset A,讓我的背景與參考照片相似。你可以在下面找到HDRI的照片和穹頂燈。對于室內照明,我使用了v光球。

Camera setup & lighting

I imported the reference photo into 3ds Max and then matched the camera with the scene. For lighting, I used 2 HDRI. First, I grabbed one from www.peterguthrie.net: Number 2003 Dusk in the Peter Guthrie pack which gave a great blue theme for environmental lighting. Secondly, I went to www.noemotionhdrs.net to get the following HDRI with quality: Noemotion number 06-14_Sunset A, to make my background similar to the reference photo. You can find the HDRI photos and dome light in below. For the interior lighting, I used the V-Ray light sphere.

布料模擬

創(chuàng)建布料,我更喜歡使用流行的Marvelous Designer,因為在這個軟件的模擬是非常容易和愉快的,并為您提供高品質的輸出。 在制作好布料之后,為了優(yōu)化它,我把它轉移到了ZBrush軟件中,并使用了Decimation Master命令。

Cloth simulation

To create cloth, I prefer to use the popular Marvelous Designer software because simulation in this software is very easy and enjoyable and gives you high quality outputs. After making the cloth, to optimize it, I transferred it to the ZBrush software and used Decimation Master command.

樹建模

這個項目面臨的挑戰(zhàn)之一是樹模擬,但通過使用Speed樹軟件變得容易。 這個強大的軟件是制作任何樹種的最佳選擇之一。

我們只需要知道我們想要什么樣的樹,然后讓軟件為你做。 沒有必要使所有的樹木。 只要一些主樹就足夠了。 填補現(xiàn)場,軟件可以隨機復制你的樹木。

Tree modeling

One of the challenges in this project was tree simulation, but it became easy through using the Speed tree software. This powerful software is one of the best choices to make any kind of tree.

We only need to know what kind of tree we want then let software to make it for you. There is no need to make all of trees. Just some principal trees would be enough. To fill up the scene, the software can copy your trees randomly.

巖石建模

要在3ds Max中模擬巖石,有許多不同的方法。 腳本Rock Generator是最好的選擇之一。

Rock modelling

To model the rocks in 3ds Max, there are many different ways. The script Rock Generator is one of the best choices for sure.

Megascans

megascans網站是非常有用的。 您可以找到幫助創(chuàng)建素材的Megascans Studio軟件,而Megascans Bridge軟件可幫助導入Quixel Megascans:許多軟件和渲染引擎的現(xiàn)成模型。

Megascans

The megascans website is very useful. You can find Megascans Studio software helping to create materials and the Megascans Bridge software helps to import Quixel Megascans: ready-made models to many software and renderer engines.

茶煤建模

煤炭照片加熱的茶是我的靈感。 首先,我模擬了3ds Max中的基礎對象,并且我總是將其轉移到ZBrush以添加細節(jié)。

Tea coal modeling

A tea being heated by coal photo was an inspiration for me. First, I modeled the base objects in 3ds Max, and as always I transferred it to ZBrush to add details.

使用現(xiàn)成的模型來填補現(xiàn)場!

我總是喜歡在自己的項目中自己模擬整個場景,但在某些情況下,特別是在需要節(jié)省時間的情況下,可以在Evermotion上找到許多高質量的現(xiàn)成模型。

Use ready-made models to fill the scene!

I always prefer to model the whole the scene by myself in my personal projects, but in some cases, especially when you need to save time, many high-quality ready-made models can be found over at Evermotion.

用PhysX Painter腳本進行散射

我用PhysX Painter腳本把樹葉散落在樓梯上。這個腳本可以模擬現(xiàn)實的運動。

Scattering with PhysX Painter script

I scattered the leaves on the stairs by working with PhysX Painter script. This script can simulate the realistic movement.

用Multiscatter插件進行散射

這個強大的插件是分散和繪制模型的最佳插件之一。 我用它在地面上散落樹木,樹叢,樹林和灌木叢。

Scattering with the Multiscatter Plugin

This powerful plugin is one of the best plugins to scatter and paint the model. I used it to scatter trees, laves, woods and bushes on the ground.

細節(jié)

使項目變得有趣和現(xiàn)實的最重要的事情之一是增加細節(jié)。 我試圖盡可能在這個項目中添加細節(jié)。

Details

One of the most important things for making a project interesting and realistic is adding details. I tried to add details as much as possible in this project.

渲染設置和渲染元素

在下圖中,您可以看到v - ray渲染引擎的最終設置。

Render settings and render elements

In the following photo, you can see the final settings of the V-Ray renderer engine.

后期制作

渲染結束后,輪到后期制作了。由于這個步驟中的渲染元素,我可以修正項目的顏色和顏色。最后,我很感謝你花在這篇文章上的時間。

Post production

After rendering, it was the turn of post-production. I could correct the light and color of the project because of the render elements in this step. In the end, I appreciate the time you spent on this text.


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