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制作“扑克大师”(二)

次世代场景UDK应用 观看预览

次世代场景UDK应用

包含45节视频教程
关注26.7万

详细讲解次世代场景,以及如何在UDK中搭建,精细的建模。宏大的场景,经过你的手也可以创造世界级高质量游戏场景。还等什么。赶快来学习吧!

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 照明
Lighting
 

回到Maya,我布置了一个中性的白色着色器来开始灯光测试。我用了3个灯,如下图11所示:

 

-头上作为一个主要光(光1)

 

-一个蓝色背光(光2)强调了头部的体积

 

-一个蓝色填充光从左边图像的光(3)减少角色的黑暗区域

 

Back in Maya, I assigned a neutral white shader to start with the lighting tests. I used 3 lights, as follows (Fig.11):

 

- One light above his head acting as main light (light 1)

 

- One bluish backlight (light 2) that accentuates the volume of the head

 

- One bluish fill light coming from the left of the image (light 3) to reduce the dark areas of the character

图 11

 

你可以在图12中看到这种照明设置的效果。

 

You can see the effects of this lighting setup in Fig.12.

图12

 

在这一点上,我决定添加一个HDR球体,以使光线有更多的变化。在Photoshop中,我合并了不同的通道,并将这些通道的光源与我之前在Maya中创建的照明相匹配。我还复制了一些来自HDR的光源,并改变了色调和强度(图13)。然后我将HDR映射到一个看不见的球体上。

 

At this point, I decided to add an HDR sphere to make the lighting with more variations. In Photoshop, I merged different HDRs and placed the light sources of those HDRs to match the lighting that I previously created in Maya. I also duplicated some light sources from the HDR and changed the hue and intensity (Fig.13). I then mapped the HDR to an invisible sphere.

图13

 

由于这个FG的照明将被添加到先前所创造的照明,我减少了最初的Maya灯的强度,以最终得到一个类似的光强度和刚刚添加的FG球体(图14)。

 

As this FG lighting would be added to the previously created lighting, I reduced the intensity of the initial Maya lights in order to finally get a similar light intensity with the FG sphere just added (Fig.14).

图14

 

阴影
Shading

 

在这一节中,我将集中讨论头部和手臂;其他对象只是使用“标准”着色器。对于头部和手臂,我使用了射线着色器,“misss fast skin”。首先,根据分配的颜色,我调整了颜色和重量/半径值。最后,我没有使用纯色来处理所有的颜色框,而是复制了基本的纹理,并在Photoshop中做了一些调整,以匹配我之前选择的颜色。这给着色器增加了更多的变化(图15)。

 

In this section of the article I'm going to focus on the head and the arms; the other objects simply used "standard" shaders. For the head and the arms, I used the Mental Ray shader, "misss fast skin". First, with the colour base assigned, I adjusted the colours and the weight/radius values. Finally, instead of using a solid colour for all those colour boxes, I duplicated the base texture and made some adjustments in Photoshop to match the colour that I had previously chosen. This added more variety to the shader (Fig.15).

图 15

 

基色纹理为4096乘4096像素。其他材质2048像素2048像素,以减少纹理标记。

 

The base colour texture was 4096 by 4096 pixels. The other textures were 2048 by 2048 pixels, to reduce texture memory. 

 

渲染
Render

 

对于渲染,我把场景分成不同的元素,并为每一个元素做了渲染:头,衬衫,手,雪茄,桌子,椅子,扑克筹码……我为每个渲染层准备了一个不同的文件,调整渲染属性,只显示我想看到的部分。这帮我减少了渲染的时间。要一下子把所有的东西都渲染出来是不可能的。最后,我在Photoshop中合并了所有图层(图16)。

 

For the render, I separated the scene into different elements and made a render for each one: head, shirt, hands, cigar, table, chair, poker chips... I prepared a different file for each render layer, adjusting the render attributes to show only the parts that I wanted to see, and affected by the things that could affect it. This helped me to reduce the render time. It would have been impossible to render everything at once. Finally, I merged all that layers in Photoshop (Fig.16).

图16

 

皮毛
Fur

 

我还用一些图层/文件做了皮毛。我为每一种皮毛类型创建了一个文件,然后用Maya的渲染器渲染,当我要合成毛皮时,我配置了渲染,只显示皮毛。剩下的图像是黑色的。最后,我使用屏幕混合模式将所有这些图层合并到Photoshop中(图17)。

 

I also made the fur using some layers/files. I created a file for each fur type, and then rendered with Maya's renderer, not Mental Ray. As I was going to composite the fur, I configured the render to show only the fur. The rest of the image would be black. Finally, I merged all these layers in Photoshop using the Screen blending mode (Fig.17).

图17

 

后期制作
Post-Production

 

最后,我在Photoshop中加入了雪茄的烟雾和背景。这两个都是我为这个项目拍摄的照片。下面是最终的图像(图18)。

 

Finally, I added the smoke of the cigar and the background in Photoshop. Both are from photos that I took for this very purpose. And the result is the final image (Fig.18).

图18

 

结论
Conclusion

 

在这张图片中,我创造了我想要创造的东西。也许有些事情我本可以做得更好(我会改变一些事情),但总的来说,我对最终的结果很满意。当然,我必须在某一时刻停止工作。在这幅图像中,我运用了我多年的3D经验中学到的许多东西,从中我学到了很多东西,我希望能把这些东西带到我未来的项目中。

 

In this image I created what I wanted to create. There are perhaps some things that I could have made better (I would change some things), but in general I'm happy with the final result. And of course, I had to stop work on it at some point. To this image I applied many things that I have learned in my years of 3D experience, and from it I learned many things that I hope to be able to take with me into my future projects.

 

这是项目的总体概况。感谢你的阅读!

 

Well, this has been a general overview of the project.Thanks for reading! 

 

 

 

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未知用户

未知用户

usenews

usenews

普通会员

大佬,请收下我的膝盖

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18年2月10日

416617060

416617060

普通会员

细节做的实在是太棒了
混个脸儿熟 -416617060

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18年2月10日

marke8204

marke8204

普通会员

学学人家的材质渲染 照明 后期制作,太厉害了

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18年2月10日

丁坤

丁坤

普通会员

太棒的一篇教程了

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18年2月10日

yinzhi110

yinzhi110

普通会员

接着学习,做的非常棒

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18年2月10日

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