教大家用3DSMAX制作出一个角色塑造过程(4)
这个教程是一个国外网上的,觉得挺不错的所以花了点时间翻译了一遍并加入了一点小意见,希望大家可以喜欢。还有我的邮 箱是 lkkkxmdq@hotmail.com ,大家可以跟我联络的。 Most of projects usually begin from cou
I used a tablet – Wacom to paint textures. In Photoshop I blended several different materials, which gave me the final appearance of the skin. Bump map is the same texture as Diffuse Color plus hand painted texture.
绘制贴图纹理时我使用的是Wacom手绘板(呵呵,你不会说你没有吧,要知道靠那只硬绑绑的“老鼠”可是画不出什么像样的贴图的,没有的话就赶紧去买一块Wacom手绘板吧很不错的,Wacom我替你做广告,送我一块板呀!)
在Photoshop绘制时我混合了许多层的材质纹理来达到最终真实的皮肤效果。凹凸贴图及高光贴图是在全部的过度色贴图都完成后处理得到的,不必另外制作。
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小渲一下
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I added bones and necessary HI solver on elbows and knees.
最后再在模型中把骨胳添加到身体中的肘关节,膝关节等各个部分去,并加上HI链就差不多了。
点击放大
I took some pictures of my girlfriend as reference material.
我拍了几张自己的女朋友的三视图作为场景中的那个美女的参考图。(呵呵,老外真是大胆,连自己马子的裸照都摆了出来,佩服)
First I took upon modelling the woman’s head. Using the same technique as I used in the Minotaur。先从制作头部开始吧,使用的方法和刚才建那只牛头怪的方法是一样的。
I then divided the body in two parts, front and back. Front side I sculptured from a box and added symmetry.
然后我把身体拆开成两部分来制作,前半身和后半身。在制作前半身的时候我是用BOX来建的模并加入symmetry命令。
The did the same with the back part of the body. I connected these two parts, creating new polygons between them.
后半身的建模方法也是一样的,没什么特别。等都做完以后,再把两部分用焊点缝和起来并做一些细微的调整。
The same way I made the hand and the foot and then connected it with the rest of the body. I added the head and my woman model was already finished.
在用相同的方法把身体的其它部分如手臂,腿部都做好后连接到身体上。当然,别忘了把刚才做好的女性头部也一起加入到模型里去。
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Then I took care of texturing. To map head I applied cylindrical UVW Mapping
然后我开始来处理纹理贴图的展开工作,在赋坐标的时候我选择的是圆柱体方式。
Next I added Unwrap UVW. The same method as in the Minotaur model – Select Face – Planar Map.
下一步在再修改器中加入一个Unwrap UVW展开命令。嘻嘻,我们刚刚展开怪物贴图坐标的方法还没忘吧,选择面,加入make a Planar Map命令,调点摊平即可(补充!虽然作者在这里又说的很简单,但我的意见是在这步中多花点时间来摊平,这样的话可以使我们在绘制贴图的时候省去不少的麻烦。)
点击放大
这个教程是一个国外网上的,觉得挺不错的所以花了点时间翻译了一遍并加入了一点小意见,希望大家可以喜欢。还有我的邮箱是lkkkxmdq@hotmail.com,大家可以跟我联络的。
Most of projects usually begin from couple of sketches,so I made several drawings of the Minotaur。通常我们都要从勾勒草图开始,所以我在开始建模以前会先画几张Minotaur(注:希腊神话中的人身牛头怪,就是在迷宫中吃青年男女的那只啦,嘿嘿。)
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When I have completed the outline of the monster, I envisoned him from three views, front from side and back.
我先将怪物的外形轮廓给画出来,主要是前视图,左视图和背视图。
点击放大
Colours – I wanted to keep whole scene in warm colours, based on outstanding Baroque painters, such as Rembrandt, D. Velazquez or Caravaggio. I wanted to keep such climate in my final render image. Next important thing was composition and global atmosphere.
颜色部分的话,我想让整个场景保持一种暖色调,就像典型的巴洛克式风格的绘画一样,比Rembrandt, D. Velazquez or Caravaggi等人的作品。在我最后渲染的图片中想达到的就是这种风格,下一部要做的重要事情就是场景中物体的混合搭配和空气中气氛的营造。
Modelling
I started modelling Minotaur with the Box-modeling technique using standard functions in 3D studio MAX 5.1 such as extrude, bevel, cut, collapse etc.
建模工具上,我使用的是3DMAX 5.1中的一些标准功能如挤压,导角,切割,和并点等来从一个BOX开始。
Minotaur Head
On the face I spend a lot of time, my Body References material, which I drew by my self was not too accurate and I had to imagine how he would look like with open mouth and expressions on his face. I begun modelling the nose, place every vertex one by one in the right place, cut some polygons, edges, extrude, etc.
在怪物的脸部部分我花费了比较多的时间,由于我在操作视图中的参考图是我自己画的所以不是非常的准确所以在实际的建模过程中我不得不努力的去想象出怪物的表情比如它的嘴是如何张开的才会显得更生动。又比如我在建鼻子部分时,就是得在右视图中一个顶点一个顶点去调整的,当然还是得通过切面,挤边等基本的技巧。
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I modeled the eye seperately, and then attached to the model of the head, then mouth and creased forehead. To model horns I used function Extude Along Spline, except for the bump at the horn which I made manually.
眼睛我是单独建的模在attached在头部上,那个血盆大嘴和皱巴巴的前额也是。那对扭曲的牛角我使用了MAX5。1中新增的Extude Along Spline来直接形成(沿曲线自动挤出面的功能,嘿嘿,你不会不知道吧,如果你不懂的话可以去看《白金手册》什么的,这里我反恐菜鸟ZSC就不多说了),不过那些有折皱的地方我可是自己用手工调整的呀。
点击放大
角部
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Toots – I made 3 basic teeth sets: cutters, canine and molars. I copied them, and I placed inside gums.
牙齿——我一共建了三种基本形状的牙齿模型:前排的切牙,两旁的尖牙和后部的磨牙。做后后将他们复制成一组完整的牙齿形状,并置放在另一组模型——牙龈上面。
Minotaur Body
I modeled a proxy model of the minotaur, using basic function in boxmodeling. 我先从一个没meshsmooth以前的低多边形模型开始制作。使用的主要还是一些基本的建模功能和技巧。
上面一贴的图
I looked in the anatomy book, body-builder magazine, and from my own experiences where and how to put muscles on my primitive model, beginning from top of the model and finished on hooves. I used function like cut, collapse and Chamfer.
为了使模型能更逼真,我参考了大梁的解剖书,身体结构杂志再加上我自己平时的累计下来的一些经验如肌肉的比例,位置等塑造初步的模型。然后从头顶到腿部的蹄子慢慢的把它一点一点做出来。使用的仍是cut, collapse and Chamfer的命令。(虽然作者在建模这一步上交代相对简单,其实想把它做好还是要花不少时间和精力的,大家在实际做的时候还是要耐心点的)
点击放大
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Texturing
The Unwrap UVW, using Select Face, I selected the large surface of polygons and then I made a Planar Map. I joined edges useing Soft Selection, moving & scaling Vertices. Then unwrapped the whole mesh flat and exported it to Photoshop using (Texporter), in resolution 4000×4000.
在帖图平面展开的时候,我通常使用的方法是先选择一整片大的面然后使用make a Planar Map命令来展开,再在展开工具中使用软选择对出现扭曲变形的顶点进行移动放缩来调整。全部的展平工作都完成以后我会使用Texporter插件把展开图导入Photoshop当中开始下一步的纹理绘制,在这里我使用的是4000乘4000像素的大小(这里有个问题说一下,Texporter是一种MAX的纹理展开图导出插件,网上可以找得到的很好用,当然配合Deepaint3D的话效果更好。)
点击放大
Export to Photoshop in resolution 4000×4000
In Photoshop I made three textues: Diffuse, Specular and Bump map. When I was creating Diffuse textures I used some girl pictures mixed together.
在绘制贴图的时候我还是需要绘制三张贴图:过度色贴图,高光贴图和凹凸贴图。
再渲染一下看看
I added bones on knees and elbows, HI solver, the posed the model to how I imagined it to be.
然后再把骨胳和IK链加到身体的膝盖,肘关节等部位当中,这时候你需要根据接下来要摆放的姿势来具体调整。
I placed the characters into the scene and posed them. The mesh was unshaped on knees, elbows and feet, it needed correction. I made two Snapshots of characters and I corrected these deformation which were visible in front of the camera.
看到下图中画红线的关节处了吗?那些地方都出现了不同程度的变形和挤压,我们需要进行调整。在MAX中我使用了两个角色的Snapshots来进行对比来调整,这样的话可以更直观一点。
看到下图中画红线的关节处了吗?那些地方都出现了不同程度的变形和挤压,我们需要进行调整。在MAX中我使用了两个角色的Snapshots来进行对比来调整,这样的话可以更直观一点。
调整完毕
The woman neaded some element of clothes, so I used Digimation Stitch plugin. I made several tests of material falling down on the woman’s body.
我们那位躺在地上的美女还少一件衣服不是吗?我们这就给她现做一件,在这里我使用了Digimation Stitch专用的步料插件,并在上面叠加了各种不同的材质。
Now she needed hair. I tried to use Shag:Hair but it did not give the effects of realistic hair, and the time of rendering was too long. I took a picture of hair lying on the white floor. I made Diffuse colour with white background, and Alpha Channel which I used as Opacity.
头发自然也是少不了的。一开始的时候我尝试着使用Shag:Hair头发插件来做,可是后来发现它缺乏真实感并且每次渲染的时间也太长了。所以我用了一个面的方式来代替它,用过度色加上Alpha通道来表现,效果也挺不错的。(在这里我要替Shag:Hair说说好话,其实Shag:Hair效果是非常好的,只是调解的时间要稍微长一点而且渲染的速度一点也不慢,最重要的的是它还可以做飘动的动画。)
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Minotaur is a Greek Mythological figure who lived in the Ancient Times, so the environment should look like from those times as well. I begun from base of a column, divided the column in four segments. Then decorated the plinth with some ornaments styled to Doric column.
由于Minotaur是希腊神话中生活在古代的虚构角色,所以我们需要把周围的环境也塑造成同那个时代一样的建筑氛围。我开始先做出一个圆柱的底部,再做出四个独立分隔的柱身,然后再在基座部分用一些装饰物来修饰出多利安式柱子的风格。
渲一下看看
I made a skull cap from two cylinder crossing.
接着在把柱子顶端的弧形顶盖给做出来。
Then I used only diffuse and bumps to texture the column.
在柱子的材质上我只使用了过度色和凹凸两种贴图。
I copied the whole segment more than ten times which gave me the look of a Greek temple. The floor seamed flat with only textures on it. I added few dozen stones which were visible in the foreground.
最后把做好的柱子进行多次的复制然后一一摆放到场景中相应的位置中去使之产生一种希腊神庙的外形感。
I used 9 lights for the whole scene. I put fRsoftShadows on characters as modelling light.
I light up environment by using 4 lights. I used FinalRender, Global Illumination and Depth of Field.
在整个场景当中我一共使用了9盏的灯光。对于角色的照明我使用的是FinalRnder中的fRsoftShadows。而照亮场景的主光源的话我则使用了四盏。在这里,我一共用了FinalRender,Global Illumination(全局照明)以及Depth of Field(镜深模糊)。
效果还不错继续。
The final image is shown below as a wireframe and full rendering.
最后的这两张图片是最终的线框图和渲染完整的图片。
最后的效果我个人觉得挺NB的,我没有白替它翻译。
这个教程是一个国外网上的,觉得挺不错的所以花了点时间翻译了一遍并加入了一点小意见,希望大家可以喜欢。还有我的邮箱是lkkkxmdq@hotmail.com,大家可以跟我联络的。
Most of projects usually begin from couple of sketches,so I made several drawings of the Minotaur。通常我们都要从勾勒草图开始,所以我在开始建模以前会先画几张Minotaur(注:希腊神话中的人身牛头怪,就是在迷宫中吃青年男女的那只啦,嘿嘿。)
点击放大
When I have completed the outline of the monster, I envisoned him from three views, front from side and back.
我先将怪物的外形轮廓给画出来,主要是前视图,左视图和背视图。
点击放大
Colours – I wanted to keep whole scene in warm colours, based on outstanding Baroque painters, such as Rembrandt, D. Velazquez or Caravaggio. I wanted to keep such climate in my final render image. Next important thing was composition and global atmosphere.
颜色部分的话,我想让整个场景保持一种暖色调,就像典型的巴洛克式风格的绘画一样,比Rembrandt, D. Velazquez or Caravaggi等人的作品。在我最后渲染的图片中想达到的就是这种风格,下一部要做的重要事情就是场景中物体的混合搭配和空气中气氛的营造。
Modelling
I started modelling Minotaur with the Box-modeling technique using standard functions in 3D studio MAX 5.1 such as extrude, bevel, cut, collapse etc.
建模工具上,我使用的是3DMAX 5.1中的一些标准功能如挤压,导角,切割,和并点等来从一个BOX开始。
Minotaur Head
On the face I spend a lot of time, my Body References material, which I drew by my self was not too accurate and I had to imagine how he would look like with open mouth and expressions on his face. I begun modelling the nose, place every vertex one by one in the right place, cut some polygons, edges, extrude, etc.
在怪物的脸部部分我花费了比较多的时间,由于我在操作视图中的参考图是我自己画的所以不是非常的准确所以在实际的建模过程中我不得不努力的去想象出怪物的表情比如它的嘴是如何张开的才会显得更生动。又比如我在建鼻子部分时,就是得在右视图中一个顶点一个顶点去调整的,当然还是得通过切面,挤边等基本的技巧。
点击放大
I modeled the eye seperately, and then attached to the model of the head, then mouth and creased forehead. To model horns I used function Extude Along Spline, except for the bump at the horn which I made manually.
眼睛我是单独建的模在attached在头部上,那个血盆大嘴和皱巴巴的前额也是。那对扭曲的牛角我使用了MAX5。1中新增的Extude Along Spline来直接形成(沿曲线自动挤出面的功能,嘿嘿,你不会不知道吧,如果你不懂的话可以去看《白金手册》什么的,这里我反恐菜鸟ZSC就不多说了),不过那些有折皱的地方我可是自己用手工调整的呀。
点击放大
角部
点击放大
Toots – I made 3 basic teeth sets: cutters, canine and molars. I copied them, and I placed inside gums.
牙齿——我一共建了三种基本形状的牙齿模型:前排的切牙,两旁的尖牙和后部的磨牙。做后后将他们复制成一组完整的牙齿形状,并置放在另一组模型——牙龈上面。
Minotaur Body
I modeled a proxy model of the minotaur, using basic function in boxmodeling. 我先从一个没meshsmooth以前的低多边形模型开始制作。使用的主要还是一些基本的建模功能和技巧。
上面一贴的图
I looked in the anatomy book, body-builder magazine, and from my own experiences where and how to put muscles on my primitive model, beginning from top of the model and finished on hooves. I used function like cut, collapse and Chamfer.
为了使模型能更逼真,我参考了大梁的解剖书,身体结构杂志再加上我自己平时的累计下来的一些经验如肌肉的比例,位置等塑造初步的模型。然后从头顶到腿部的蹄子慢慢的把它一点一点做出来。使用的仍是cut, collapse and Chamfer的命令。(虽然作者在建模这一步上交代相对简单,其实想把它做好还是要花不少时间和精力的,大家在实际做的时候还是要耐心点的)
点击放大
点击放大
Texturing
The Unwrap UVW, using Select Face, I selected the large surface of polygons and then I made a Planar Map. I joined edges useing Soft Selection, moving & scaling Vertices. Then unwrapped the whole mesh flat and exported it to Photoshop using (Texporter), in resolution 4000×4000.
在帖图平面展开的时候,我通常使用的方法是先选择一整片大的面然后使用make a Planar Map命令来展开,再在展开工具中使用软选择对出现扭曲变形的顶点进行移动放缩来调整。全部的展平工作都完成以后我会使用Texporter插件把展开图导入Photoshop当中开始下一步的纹理绘制,在这里我使用的是4000乘4000像素的大小(这里有个问题说一下,Texporter是一种MAX的纹理展开图导出插件,网上可以找得到的很好用,当然配合Deepaint3D的话效果更好。)
点击放大
I used a tablet – Wacom to paint textures. In Photoshop I blended several different materials, which gave me the final appearance of the skin. Bump map is the same texture as Diffuse Color plus hand painted texture.
绘制贴图纹理时我使用的是Wacom手绘板(呵呵,你不会说你没有吧,要知道靠那只硬绑绑的“老鼠”可是画不出什么像样的贴图的,没有的话就赶紧去买一块Wacom手绘板吧很不错的,Wacom我替你做广告,送我一块板呀!)
在Photoshop绘制时我混合了许多层的材质纹理来达到最终真实的皮肤效果。凹凸贴图及高光贴图是在全部的过度色贴图都完成后处理得到的,不必另外制作。
点击放大
小渲一下
点击放大
I added bones and necessary HI solver on elbows and knees.
最后再在模型中把骨胳添加到身体中的肘关节,膝关节等各个部分去,并加上HI链就差不多了。
点击放大
I took some pictures of my girlfriend as reference material.
我拍了几张自己的女朋友的三视图作为场景中的那个美女的参考图。(呵呵,老外真是大胆,连自己马子的裸照都摆了出来,佩服)
First I took upon modelling the woman’s head. Using the same technique as I used in the Minotaur。先从制作头部开始吧,使用的方法和刚才建那只牛头怪的方法是一样的。
I then divided the body in two parts, front and back. Front side I sculptured from a box and added symmetry.
然后我把身体拆开成两部分来制作,前半身和后半身。在制作前半身的时候我是用BOX来建的模并加入symmetry命令。
The did the same with the back part of the body. I connected these two parts, creating new polygons between them.
后半身的建模方法也是一样的,没什么特别。等都做完以后,再把两部分用焊点缝和起来并做一些细微的调整。
The same way I made the hand and the foot and then connected it with the rest of the body. I added the head and my woman model was already finished.
在用相同的方法把身体的其它部分如手臂,腿部都做好后连接到身体上。当然,别忘了把刚才做好的女性头部也一起加入到模型里去。
点击放大
点击放大
Then I took care of texturing. To map head I applied cylindrical UVW Mapping
然后我开始来处理纹理贴图的展开工作,在赋坐标的时候我选择的是圆柱体方式。
Next I added Unwrap UVW. The same method as in the Minotaur model – Select Face – Planar Map.
下一步在再修改器中加入一个Unwrap UVW展开命令。嘻嘻,我们刚刚展开怪物贴图坐标的方法还没忘吧,选择面,加入make a Planar Map命令,调点摊平即可(补充!虽然作者在这里又说的很简单,但我的意见是在这步中多花点时间来摊平,这样的话可以使我们在绘制贴图的时候省去不少的麻烦。)
点击放大
Export to Photoshop in resolution 4000×4000
In Photoshop I made three textues: Diffuse, Specular and Bump map. When I was creating Diffuse textures I used some girl pictures mixed together.
在绘制贴图的时候我还是需要绘制三张贴图:过度色贴图,高光贴图和凹凸贴图。
再渲染一下看看
I added bones on knees and elbows, HI solver, the posed the model to how I imagined it to be.
然后再把骨胳和IK链加到身体的膝盖,肘关节等部位当中,这时候你需要根据接下来要摆放的姿势来具体调整。
I placed the characters into the scene and posed them. The mesh was unshaped on knees, elbows and feet, it needed correction. I made two Snapshots of characters and I corrected these deformation which were visible in front of the camera.
看到下图中画红线的关节处了吗?那些地方都出现了不同程度的变形和挤压,我们需要进行调整。在MAX中我使用了两个角色的Snapshots来进行对比来调整,这样的话可以更直观一点。
看到下图中画红线的关节处了吗?那些地方都出现了不同程度的变形和挤压,我们需要进行调整。在MAX中我使用了两个角色的Snapshots来进行对比来调整,这样的话可以更直观一点。
调整完毕
The woman neaded some element of clothes, so I used Digimation Stitch plugin. I made several tests of material falling down on the woman’s body.
我们那位躺在地上的美女还少一件衣服不是吗?我们这就给她现做一件,在这里我使用了Digimation Stitch专用的步料插件,并在上面叠加了各种不同的材质。
Now she needed hair. I tried to use Shag:Hair but it did not give the effects of realistic hair, and the time of rendering was too long. I took a picture of hair lying on the white floor. I made Diffuse colour with white background, and Alpha Channel which I used as Opacity.
头发自然也是少不了的。一开始的时候我尝试着使用Shag:Hair头发插件来做,可是后来发现它缺乏真实感并且每次渲染的时间也太长了。所以我用了一个面的方式来代替它,用过度色加上Alpha通道来表现,效果也挺不错的。(在这里我要替Shag:Hair说说好话,其实Shag:Hair效果是非常好的,只是调解的时间要稍微长一点而且渲染的速度一点也不慢,最重要的的是它还可以做飘动的动画。)
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Minotaur is a Greek Mythological figure who lived in the Ancient Times, so the environment should look like from those times as well. I begun from base of a column, divided the column in four segments. Then decorated the plinth with some ornaments styled to Doric column.
由于Minotaur是希腊神话中生活在古代的虚构角色,所以我们需要把周围的环境也塑造成同那个时代一样的建筑氛围。我开始先做出一个圆柱的底部,再做出四个独立分隔的柱身,然后再在基座部分用一些装饰物来修饰出多利安式柱子的风格。
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I made a skull cap from two cylinder crossing.
接着在把柱子顶端的弧形顶盖给做出来。
Then I used only diffuse and bumps to texture the column.
在柱子的材质上我只使用了过度色和凹凸两种贴图。
I copied the whole segment more than ten times which gave me the look of a Greek temple. The floor seamed flat with only textures on it. I added few dozen stones which were visible in the foreground.
最后把做好的柱子进行多次的复制然后一一摆放到场景中相应的位置中去使之产生一种希腊神庙的外形感。
I used 9 lights for the whole scene. I put fRsoftShadows on characters as modelling light.
I light up environment by using 4 lights. I used FinalRender, Global Illumination and Depth of Field.
在整个场景当中我一共使用了9盏的灯光。对于角色的照明我使用的是FinalRnder中的fRsoftShadows。而照亮场景的主光源的话我则使用了四盏。在这里,我一共用了FinalRender,Global Illumination(全局照明)以及Depth of Field(镜深模糊)。
效果还不错继续。
The final image is shown below as a wireframe and full rendering.
最后的这两张图片是最终的线框图和渲染完整的图片。
最后的效果我个人觉得挺NB的,我没有白替它翻译。