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劳斯莱斯制作教程

xiao_q | 17年1月16日|369关注

Maya建模基础教程 观看预览

Maya建模基础教程

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从零基础讲解MAYA建模的基础,包括各种工具和小实例。让你简单的学会MAYA建模!并且喜欢上MAYA建模!

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2015年6月画廊奖获得者Khaled Alkayed分享了他如何使用Maya和Photoshop制作劳斯莱斯

June 2015 Gallery Award Winner Khaled Alkayed shares how he made his winning Rolls Royce using Maya and Photoshop

In this tutorial I will explain the process behind my latest artwork Rolls Royce and will focus on the main steps taken in every stage of the work: concept, modeling, UV, texturing, environment, lighting, rendering and compositing.

在本教程中,我将解释我最新的作品劳斯莱斯背后的过程,并将重点介绍在工作的每个阶段采取的主要步骤:概念,建模,UV,纹理,环境,照明,渲染和合成。

Idea

The idea came when I was watching movies like Death Race and Mad Max. They gave me the urge to do something similar so I started with Maybach Exelero then Ferrari Enzo and finished here with Rolls Royce. In the beginning my goal was to work in a unique way that distinguished my work from others, which led me to spend quite a bit of time thinking and trying to come up with stranger and better ideas than anything that I've ever seen.

理念

这个想法来了,当我在看电影死亡竞赛和疯狂的麦克斯。 他们给了我做类似的事情的冲动。在一开始,我的目标是以一种独特的方式工作,使我的工作与其他人区分开来,这导致我花了相当多的时间思考,试图想出比我见过的任何都好的想法。

Modeling (Main Shape)

Before I began modeling, I collected lots of images and references for the car; I found blueprints from Blue Print Box and The Blue Prints. To build the main shape accurately, I started in Maya and used Polygon Primitives to model a simple shape (lowpoly) then continued to the details of the car.

建模(主要形状)

在我开始建模之前,我收集了许多图像和参考的汽车; 我发现了蓝色打印盒和蓝色打印的蓝图。 为了准确地构建主要形状,我开始在Maya并使用Polygon Primitives来建模一个简单的形状(lowpoly),然后继续到车的细节。

Modeling (Additions and modifications)

I also collected lots of references for what I wanted to add and modify on the vehicle like the weapons, rockets, wheels, shields and doors. Some sites I used to find things are Prime Portal and Tactical Vehicles News. I worked on every model separately and when it was finished I added it to the main body.

建模(增加和修改)

我还收集了很多关于我想在车辆上添加和修改的参考,如武器,火箭,轮子,盾牌和门。 我曾经找到的东西的一些网站是Prime Portal和Tactical Vehicle News。 我分别处理每个模型,当它完成后,我把它添加到主体。

UV Mapping

I use XrayUnwrap plugin because it's a good way to speed up your work in pipeline for UV Mapping. I worked on every part separately as this makes the texturing stage easier for me. Once I was done with unwrapping I applied the checker pattern shader to make sure the UVs were set correctly and look for problems.

UV映射

我使用XrayUnwrap插件,因为它是一个很好的方式来加快你的工作在管道中的UV映射。 我分别处理每个部分,因为这使我的纹理阶段更容易。 一做了一次详细展开,我应用检查器模式着色器,以确保UVs设置正确,并寻找问题。

Texturing

After I finished the UV Mapping I looked for reference materials to use, such as rusty cars, rusty bulldozer, weapons etc. I found quite a lot of masks and texture from CG Textures. I added the textures solely using Photoshop.

纹理

在我完成UV映射后,我寻找参考材料使用,如生锈的汽车,生锈的推土机,武器等。我发现了很多面具和纹理从CG纹理。 我只使用Photoshop添加纹理。

Environment

There are many ways to add environments or backgrounds to your work; you can use an HDRi, a 3D environment, or a combination of both. However, since I didn't have time to work on a 3D environment I chose to use an HDRi and looked for the best image for the car. I chose industrial environment that has a big street which was what I wanted.

环境

有很多方法可以为您的工作添加环境或背景; 您可以使用HDRi,3D环境或两者的组合。 然而,由于我没有时间在3D环境下工作,我选择使用HDRi,并寻找汽车的最好的图像。 我选择了有一条大街的工业环境,这是我想要的。

After importing the image to perspective view port in Maya, I made a 3D street exactly like the image and I set the perspective and settings of the camera correctly to match it. I didn't want to render the street as it is in the image so I used VRay to render the shadows and reflections on it, to do that I used VRayMtlWrapper material.

将图像导入Maya中的透视图端口后,我做了一个完全像图像的3D街道,我正确设置了相机的透视和设置以匹配它。 我不想渲染的街道,因为它是在图像中,所以我使用VRay渲染阴影和反射对它,做我使用VRayMtlWrapper材料。

Lighting

I used two invisible lights in the whole scene, VRay Dome Light for global lighting and VRay Area Light for sunlight.

灯光

我在整个场景中使用了两个隐形灯,VRay Dome Light用于全景照明,VRay Area Light用于阳光。

Rendering

I use simple render settings. I set a big resolution of 5000 pixels across, set the AA filter type to Area (under Image Sampler), and set the Color Mapping type to Exponential. Under GI, I select Irradiance Map and Light Cache, and under Render Elements I select ZDepth and Material ID passes.

呈现

我使用简单的渲染设置。 我设置了5000像素的大分辨率,将AA滤镜类型设置为区域(在图像采样器下),并将颜色映射类型设置为指数。 在GI下,我选择辐照度图和光缓存,并在渲染元素下选择ZDepth和材料ID通过。

Final image front view

最后的图象正面图

Final image ? back view

最终的图像?后视图

Khaled's top tip

Always use Bevel Tool for sharp edges on your models, this will make model more realistic when rendering.

Khaled的顶尖

始终对模型上的锐边使用斜角工具,这将使模型在渲染时更逼真。


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