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制作海盗

xiao_q | 17年5月17日|595关注

角色表情制作 观看预览

角色表情制作

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这套表情制作教程,从手调的到运动捕捉的。保证你可以制作出电影级别的表情动作。目前市面绝无仅有的,现在由朱峰社区为您呈现!

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费利佩巴西(Felipe Bassi)带领我们创造了他的3D版本的Brett Bean的海盗。

Felipe Bassi takes us through the creation of his 3D version of Brett Bean's Pirate.

Introduction

I chose the awesome concept made by Brett Bean as a feature in my modeling reel. The first time I saw the image I knew that I was going to model it and so when I started to choose concepts for my reel - that was instantly my choice.

In this Making Of, I will show the steps I took to create this character. I like this workflow because of the freedom that gives me to focus on the artistic part of the modeling in the early steps. At the first stage the only thing I worry about is good silhouette, posture and nice shapes - all the technical parts like topology and UVs are in a completely different stage of the process.

介绍

我选择了Brett Bean制作的令人敬畏的概念,作为我的造型卷轴中的一个功能。 我第一次看到这个形象,我知道我要模拟它,所以我开始为我的卷轴选择概念 。

在这个作品中,我将展示我创建这个角色所采取的步骤。 我喜欢这个工作流程,因为在早期的步骤中,我将自己的焦点放在了建模的艺术部分。 在第一阶段,我唯一关心的是好的轮廓,姿势和漂亮的形状 - 所有的技术部分,如拓扑和UVs都处于完全不同的阶段。

Step 1: Sketch in ZBrush

I started with ZSphere inside ZBrush. The main objective at this stage is to get the right proportions and posture. Even in a neutral pose, with the right posture you can determine what kind of personality the character has.

步骤1:在ZBrush里素描

我在ZBrush中开始使用ZSphere。 这个阶段的主要目标是获得正确的比例和姿势。 即使在一个中立的姿势,以正确的姿势,你可以确定什么样的个性的角色。

Step 2: Sculpting the main shapes

After I got a good silhouette I started to separate the pieces and sculpt the main shapes. At this stage I didn't need fine details, but things like folds in the clothes are important since it was going to be on the topology later on. Here's my final sketch read ready for re-topology.

步骤2:雕刻主要形状

在我得到一个很好的剪影后,我开始分开这些部分并雕刻出主要的形状。 在这个阶段,我不需要细节,但像衣服上的褶皱一样重要,因为它将在后面的拓扑结构上展开。 这是我的最终草图阅读准备重新拓扑。

Step 3: Retopology

It was then time for the technical stuff that I was talking about in the introduction. I always start with the body, since all the clothes go on top of the body, so for me it makes more sense to model in this order. At this stage I paid extra attention to the topology as this character was designed for animation. I retopologize all the pieces.

步骤3:重塑

那么在介绍中我正在谈论的技术方面是时候了。 我总是从身体开始,因为所有的衣服都放在身体的顶部,所以对我而言,按照这个顺序进行建模更有意义。 在这个阶段,我特别关注拓扑,因为这个角色是为动画设计的。 我重新整理了所有的作品。

Step 4: Finalize Retopology in 3ds Max

It was then time for the technical stuff that I was talking about in the introduction. I always start with the body, since all the clothes go on top of the body, so for me it makes more sense to model in this order. At this stage I paid extra attention to the topology as this character was designed for animation. I retopologize all the pieces.

步骤4:完成3ds Max中的Retopology

那么在介绍中我正在谈论的技术方面是时候了。 我总是从身体开始,因为所有的衣服都放在身体的顶部,所以对我而言,按照这个顺序进行建模更有意义。 在这个阶段,我特别关注拓扑,因为这个角色是为动画设计的。 我重新整理了所有的作品。

Step 5: UVs

This was the tedious part of the work. I prefer to use a UV Layout as it's easy and fast, and so perfect for this kind of work. There's no trick to make UVs, just make sure that is no overlapping and stretching on them and you will be fine. I made five UV shells.

步骤5:UVs

这是工作繁琐的部分。 我喜欢使用UVs布局,因为它很容易和快速,对于这种工作是完美的。 制作UVs是没有任何技巧,只要确保它们不会重叠并且伸展,你可以做的很好。 我做了五个UVs外壳。

Step 6: Textures

The texturing part is one of my favorite parts of the whole process. This is when I start to see the character coming to life. For the clothes I used just Photoshop. I collected big size images and started to tweak them and add other images on top for texture, stains and small details. From that map I made a Bump, Specular and Glossiness map.

步骤6:纹理

纹理部分是我整个过程中最喜欢的部分之一。 这是当我开始看到人物的生活。 对于我刚刚使用Photoshop的衣服。 我收集了大尺寸的图像,并开始调整他们,并添加其他图像在纹理,污渍和细节。 从那张地图我做了一个凸起,镜面和光泽图。

Step 7: Posing

For the pose I used the ZBrush Transpose tool, it's faster and easier than making a rig inside 3ds Max.

步骤7:摆姿势

对于我使用ZBrush Transpose工具的姿势,它比在3ds Max中制作钻机更快捷。

Step 8: Hair

I decided to make the hair inside ZBrush using Fibermesh. As I'd never used it before, I thought it would be a nice opportunity to test it, and think came out quite nicely. I made five different setups, one for the eyebrows, mustache, and hair, and two for the beard.

步骤8:头发

我决定使用Fibermesh将头发放在ZBrush内。 就像以前从来没有使用过的那样,我以为这是一个很好的机会来测试它,并认为相当出色。 我做了五个不同的设置,一个是眉毛,胡子和头发,两个是胡子。

Step 9: Render

This is the point when you see if everything wells well, and your character really comes to life.

I used V-Ray for the render - it's the only render engine I've ever used so I'm quite comfortable with it. I made a basic 3-point light rig for the final shot.

步骤9:渲染

这是当你看到一切都井井有条,你的人物真的到了生命的时候。

我使用V-Ray渲染 - 这是我曾经使用过的唯一的渲染引擎,所以我很舒服。 我做了一个基本的3点轻型钻机的最后一枪。

Step 10: Shaders

The shaders are quite simple too, as you can see. For the hair I used VRayHairMtl and to my surprise it looked good.

第10步:着色器

着色器也很简单,你可以看到。 对于头发我使用VRayHairMtl和我的惊喜,它看起来不错。

Step 11: Render set up

The render setup was quite basic, and I did just a little color correction in Photoshop for the final image.

步骤11:渲染设置

渲染设置是相当基本的,我在Photoshop中只做了一些颜色校正,以获得最终的图像。

Oh, something I forgot to say in the beginning - always gather references, lots of references. For modeling, texturing, and lighting, it's always useful in every step of the process.

哦,一开始我忘了说,总是收集参考文献,很多参考。 对于建模,纹理和照明,在整个过程的每个步骤中始终都是有用的。

Step 12: Conclusion

This character was the first in my modeling reel and I'm pretty happy with the final piece. Every time I make a new character I learn something new, and I learned a lot of new things with this project. I hope you guys like it .

步骤12:结论

这个角色是我的造型卷轴中的第一个,我对最后一件很满意。 每次我创造一个新角色,我会学到新的东西,并且我在这个项目中学到了很多新东西。 我希望你们喜欢它。


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1029106782

1029106782

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就是拐杖拿错手了。应该是瘸腿的那一边拿拐杖
一只爱散步的小菜鸟 -1029106782

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17年5月27日

1029106782

1029106782

普通会员

就是拐杖拿错手了。应该是瘸腿的那一边拿拐杖
一只爱散步的小菜鸟 -1029106782

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17年5月27日

kisswalleyeknee

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很好的资源

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17年5月18日

丰满万岁

丰满万岁

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太好了

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17年5月18日

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