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瓶子的制作

xiao_q | 17年5月18日|1000关注

Maya建模基础教程 观看预览

Maya建模基础教程

包含27节视频教程
关注42.2万

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!

关闭

本教程将向您展示我的作品“生命瓶”的过程。 对于我来说,作为CG艺术家深入研究软件的所有方面的最重要的,事实是坚持最终结果的创造力和艺术风格。 在这个特定的项目中,我打算用完美的照明和细致的纹理来实现一些引人注目的东西!

In this tutorial will show you the process of my last artwork "Bottles of Life." The most important fact for me as a CG artist delving deep into all the facets of the software, is to hold on to the creativity and artistic look of the final result. In this particular project I intended to achieve something eye-catching with perfect lighting and detailed textures!

Fire up the project (references)

I always spend some time to study art fundamentals like lighting principals, color scripts, photography rules, and then finally fire up the project by the first step which is always gathering references to me! Just look at these references. They are awesome, aren't they?!

启动项目(参考)

我总是花点时间学习艺术基础,如照明,彩色脚本,摄影规则,然后第一步,终于开始了项目,收集对我有用的参考! 只看这些参考。 他们真棒,不是吗!

But, as I mentioned I don't like to just create something crazy realistic! I need it to be artistic and magical! In fact, in this part I usually add some spice. For example, how about adding some extra lights which we don't have in the real world! How about some levitated grapes in those bottles which have not been affected by gravity! To be honest some of these spices will be added during the process. So don't push your whole energy to finalize your concept at this level! (e.g. the last thing I added to "Bottles of Life" was the rat tail.)

但是,正如我所提到的,我不喜欢创造一些疯狂的现实! 我需要它是艺术和神奇的! 其实在这部分我通常会添加一些趣味。 例如,如何添加一些我们现实世界中没有的额外的灯光! 那些没有受到重力影响的瓶子里的一些悬浮葡萄怎么样? 说实话,一些趣味将在这个过程中添加。 所以不要把你的全部精力完成在这个层次上你的概念! (例如,我添加到“生命瓶”中的最后一件事就是老鼠尾巴)

Quick Modeling and setting up the camera

Gathering references and creating your own first concept is a lot of fun! I usually use Maya for 80% of the project. I started from scratch by modeling the initial shapes and blocks!

快速建模和设置相机

收集参考并创建自己的第一个概念是有很多乐趣的! 我通常使用Maya完成80%的项目。 我从头开始,通过建模初始形状和块!

After playing with object positions and different camera angles, I choose the best camera view and best composition for the scene! Of course this may change as the project goes forward. But not too much! Maybe just some adjustments!

在完成对象位置和不同的摄像机角度后,我选择最好的相机视图和最佳组合的场景! 当然这可能随着项目的进展而改变。 但不要太多! 也许只是一些调整!

You may need to spend hours to find the best angle for your camera! Care about golden points and concentrate on your heroes in the scene!

您可能需要花费数小时才能找到相机的最佳角度! 关注黄金点,专注于你的英雄在现场!

Do not forget to play with all the camera parameters such as angle of view, film gate, camera rolling and focal length, besides tilting, panning and zooming!

除了倾斜,平移和缩放之外,不要忘记调整所有相机参数,如视角,胶片门,相机滚动和焦距。

I chose a 55mm lens for "Bottles of Life"

我选择了一个55毫米镜头的“生命瓶”

Love this focal length! The modeling section will be finalized during the process and you may add something new

爱这个焦距! 建模部分将在此过程中确定,您可以添加新的内容

Lighting

I prefer to have a schematic look of the final result as the project goes forward! So once I have achieved my first setup in modeling with main objects, I add a key light to see if I should continue or pick some other road to drive down! It's enjoyable to tweak the lights and try to set up the balance of dark and light.

灯光

我希望在项目前进时,有最终结果的原理图! 所以一旦我实现了主要建模的第一个设置,我添加了一个关键的灯光,看看我是否应该继续,或选择一些其他的道路来降低! 调节灯光,尝试设置黑暗和光线的平衡是很愉快的。

To recap on lighting: I used a V-Ray Rec light in directional mode as Key Light. Some V-Ray Sphere lights among the bottles. I also applied a dim Dome light for a blue tint over the dark shadows

要回顾照明:我在定向模式下使用V-Ray Rec灯作为光源。 瓶子里有一些V-Ray Sphere灯。 我还在黑暗的阴影下应用了一个朦胧的圆顶灯,以获得一个蓝色的色调

Creating realistic textures in Substance Painter

Looking back to my goal for this particular project - perfect lighting and realistic, detailed textures - it's time to meet the Swiss army app of 3D texturing. I mean the great Substance Painter. Without Substance Painter "Bottles of Life" would never have been born! It's easy to use, smart and user friendly! By importing your object with simple UVs and baking the texture in Substance Painter, you will have many abilities such as brushes, alphas, smart material and lots of procedural textures. I usually start by simply filling the layers for the base color, and then proceeding with smart masks.

在Substance Painter中创建逼真的纹理

回顾我对这个特定项目的目标 - 完美的照明和逼真,细致的纹理 - 现在是满足3D纹理应用程序的时候了。 我的意思是伟大的Substance Painter。 没有Substance Painter“生命瓶”永远不会诞生! 它易于使用,智能和用户友好! 通过使用简单的UVs导入您的对象,并在Substance Painter中烘烤纹理,您将具有许多能力,如画笔,阿尔法,智能材料和大量程序纹理。 我通常首先简单地填充基础颜色的图层,然后继续使用智能蒙版。

There are several magical maps that help you within Substance Painter

有几个神奇的地图可以帮助你在Substance Painter

Curvature and ambient occlusion are the most important maps. You can also benefit from a world space map to define the top parts of your objects to easily apply the dust effect

曲率和环境遮挡是最重要的地图。 您还可以从世界空间地图中受益,以定义对象的顶部,以轻松应用灰尘效果

The important point when creating realistic textures is to not rely on smart or procedural pre-provided nodes. You should care about all man-made imperfections such as footprints, effects on dust, wood scratches, special dirt, or even the effects of some absent objects in your scene which may have been there in the past. (Look at the blue ring on the table which tells you there had been a paint pot here)

创建逼真纹理的重点在于不依赖智能或程序化预先提供的节点。 您应该关心所有的人造缺陷,例如脚印,灰尘,木材划痕,特殊污垢,甚至过去可能存在的场景中的一些缺失物体的影响。 (看着桌子上的蓝色戒指,告诉你这里有一个油漆罐)

When I get the satisfying result with all the desired detailed textures, I bake them in 4K or even 8K for some larger objects! (e.g. I created 8 UDIM textures for the table in Maya and 8k export from SP).

当我得到满意的结果与所有所需的详细纹理,我烘焙他们在4K甚至8K的一些更大的对象! (例如,我为Maya中的表创建了8个UDIM纹理,并从SP创建了8k个导出)。

Spider webs and age

When you want to show an old forgotten place, spider webs come into play. I used 2 techniques for these: modeling with surface curves, and textures with opacity map! With the SPIDER'S WEB MAKER script, you can easily define your web between objects with your own options. For the opacity spider webs, I just used a simple black-and-white texture which I found from Gleb Alexandrov's website, with a simple V-Ray material.

蜘蛛网和年龄

当你想显示一个旧的被遗忘的地方,蜘蛛网就会发挥作用。 我使用了两种技术:用曲面曲线建模,并用不透明度贴图进行纹理化! 使用SPIDER的WEB MAKER脚本,您可以使用自己的选项轻松地在对象之间定义Web。 对于不透明度蜘蛛网,我刚刚使用了一个简单的黑白纹理,我从Gleb Alexandrov的网站上发现了一个简单的V-Ray材质。

Adding final details

Well, we are almost done! I'm happy with the final detail on the models, and the lighting and textures are very nice. What more do we need? I just spend some time on the final touches. As I mentioned above, I added the rat tail here.

添加最终细节

那我们差不多完成了! 我很高兴,到了模型的最后的细节,照明和纹理是非常好的。 我们还需要什么? 我只是花了一些时间在最后的触动。 如上所述,我在这里添加了老鼠尾巴。 

Final render setting & render elements

I rendered "Bottles of Life" in 2400 res. As we have many refractions with 4k and 8k textures, this is really important to have an optimized render setting to save time. Don't forget to bake the irradiance and light cache maps! They really save you time!

最终渲染设置和渲染元素

我在2400 res中提供了“生命瓶”。 由于我们具有4k和8k纹理的许多折射,因此拥有优化的渲染设置以节省时间非常重要。 不要忘记烘焙的辐照度和光缓存地图! 他们真的节约你的时间!

Final touches in post-production

Now it's time to composite the layers in your composition app which is Photoshop for me. I am not a fan of much post production. I love to achieve the highest percentage of final result in the 3D application. So I just added some fog effects to the left side of the image, and a slight color corrections.

后期制作的最后一幕

现在是时候在Photoshop里组合图层。 我喜欢在3D应用程序中达到最高比例的最终结果。 所以我刚刚在图像的左边添加了一些雾效果,稍微修正一下。

To finish, I just want to recommend that CG artists use their own objects, and their own artistic style! Do not try to fill up your scene with pre-provided objects found on the internet! I hope you like this written breakdown and will benefit from it!

最后Photoshop,我只是想建议CG艺术家使用自己的对象和自己的艺术风格! 不要尝试用互联网上发现的预先提供的对象填满你的场景! 我希望你喜欢这个书面细节,并从中受益!


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未知用户

未知用户

1029106782

1029106782

普通会员

做的很棒,写的也太棒啦
一只爱散步的小菜鸟 -1029106782

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17年5月27日

benson01

benson01

普通会员

很有特色的瓶子啊

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17年5月20日

素颜

素颜

普通会员

非常不错

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17年5月20日

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