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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。
3D角色建模師Vahid Ahmadi用Pureref、ZBrush和Photoshop等方法,打破了他創(chuàng)造女性小精靈的過程。
3D character modeler Vahid Ahmadi breaks down his process for creating his female elf, using Pureref, ZBrush, and Photoshop...
首先下載免費軟件叫做pureref免費從這個地址。用起來非常簡單,只需簡單拖動所有的照片參考。然后在保存選項卡中點擊導(dǎo)出 - 它將為您制作照片拼貼。 在做任何事情之前,我用非;镜男螤顏聿倏v我的場景,以想象可能的問題
First of all download the free software called pureref for free from this address. It's very simple to use just simply drag all your photo references there and hit export in the save tab - it will make a photo collage for you. Before doing anything I rig my scene with very basic shapes to imagine possible problems.
我使用的ZBrush IMM頭發(fā)
對于頭發(fā)反射,我使用了一些基本材料,在燈光部分進(jìn)行了一些調(diào)整,如左圖所示。 您必須轉(zhuǎn)到光源屬性曲線,然后像圖片一樣更改配置文件,還可以將環(huán)境更改為零。 對于第二部分,進(jìn)入基本材質(zhì)設(shè)置,增加鏡面反射率值,改變與圖像相似的規(guī)格曲線,以增加對比度。
I use ZBrush IMM hair
For hair reflection I used a basic material with some adjustments in the light section, as it shows in the left image. You have to go to the light properties curve and change the profile like the picture, and also you can change ambient to zero. For the second part go to the basic material settings and increase the specular value and change the spec profile similar to the image to increase the contrast.
這是我經(jīng)常在ZBrush中使用的工作流。我使用平面的顏色,在ZBrush的平面材料上手工繪制基本的線條、高光、陰影和顏色,以控制顏色和突出顯示我想要的顏色。我使用了標(biāo)準(zhǔn)的刷子和不同的RGB強度配置文件來制作硬筆刷。
This is the workflow that I so often use for painting in ZBrush. I use a flat color and paint the essential rims, highlights, shadows, and colors by hand on a flat material in ZBrush, to control the colors and highlights exactly as I want. I used a standard brush with different RGB intensity profiles for making a hard brush.
精靈血統(tǒng)皮膚是“膚色4”,彌漫性設(shè)定為100,規(guī)格級別為平面色組合。 材質(zhì)是前面提到的手繪規(guī)格,邊框和高光,使用ZBrush BPR和陰影設(shè)置完成渲染,如下圖所示,并始終關(guān)閉鮮艷的陰影,因為它會導(dǎo)致額外的飽和度和燒焦的顏色。
The elf lineage skin is 'skin shade 4' with diffuse set to 100 and spec level to 3D with a combination of flat colors. The material is hand-painted spec, rims, and highlights as mentioned earlier, and the render is done by using ZBrush BPR with the shadow settings as the picture below, and always turn off vibrant shadows because it causes extra saturation and burned colors.
我開始使用帶有低RGB強度的標(biāo)準(zhǔn)刷子在ZBrush內(nèi)部繪制模型,并使用一些ZBrush默認(rèn)alpha的顏色噴涂。 我也用聚光燈投影。 我使用了ZBrush雙色材料,基礎(chǔ)材料,皮膚陰影,通過弄spec,diffuse和reflectivity值來創(chuàng)建金,皮革,皮膚和織物材料。 有關(guān)ZBrush內(nèi)部制作材料的文章中有更多信息,您可以在這里閱讀。
I started painting the model inside of ZBrush using standard brushes with low RGB intensity and using color spray with some ZBrush default alphas. I also used spotlight projections. I used a ZBrush double shade material, basic material, skin shade to create the gold, leather, skin, and fabric materials by playing around with spec, diffuse, and reflectivity values . There is more info in the article about making materials inside of ZBrush that you can read here.
我用不同的陰影,輪廓燈,平面顏色等來渲染她,并且在ZBrush和Photoshop中也使用了具有不同相機角度的HDRI照明渲染。
I rendered her with different shadows, rim lights, flat color, and so on, and also used HDRI lighting renders with different camera angles in ZBrush and Photoshop.
一旦在Photoshop中,我能夠創(chuàng)建多個通行證,然后使用Multiply級別進(jìn)行組合。像往常一樣,我的水平直到我滿意最終的結(jié)果,然后叫它完成了!
Once in Photoshop I was able to create multiple passes and then combine them using the Multiply levels. As always, I played around with the levels until I was satisfied with the final result, and then called it finished!
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