沙漠赛车——第1部分

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鏉ユ簮: xiao_q 浏览 3605 日期 2017-01-19 0

在这个项目中,我们将介绍制作和使用概念设计的过程.。从那里我们将经历的思想背后是什么,使一个良好的设计和迭代过程。当制作一个概念片时,重要的是它是可信的和物理上是合理的,所以这将通知什么样的设计元素保持和删除。当涉及到未来的技术,这些边界可能会有所推动,因为我们可能发明了新的解决方案,在未来的老问题-这使得设计这样的项目很多乐趣!

In this project we will cover the process of making and using concept designs. From there we will go through the thoughts behind what makes a good design and the process of iteration. When making a concept piece, it's important that it is believable and physically plausible, so this will inform what design elements to keep and what to remove. These boundaries may be pushed somewhat when it comes to futuristic technology, as we may have invented new solutions to old problems in the future - this makes designing such projects a lot of fun!

For those who are beginners to Maya I will provide exact blueprints for the model we will be making for you to follow as I make it, although I encourage more advanced users to evolve this or even try make your own design. Not only is it good practice for you to make these decisions about your own concept art, but also if you are intending to use the models you make in tutorials in a portfolio online your content will look more original.

对于那些Maya初学者我将提供准确的蓝图的模型,你可以跟着我做,虽然我鼓励更多的高级用户进化,甚至尝试自己的设计。对于你自己的概念艺术来说,这不仅是一个很好的练习,而且如果你打算使用在线制作教程中的模型,你的内容看起来更原创。

At the least if you are just reading along I hope you will gain some tips. After we analyze the concept design I will get straight into some simple and effective polygon modeling techniques where we will look at using the image planes provided as a guide, and produce a lovely well thought out futuristic desert racer by the end.

至少,如果你只是阅读沿我希望你会得到一些提示。我们经过分析,概念设计,我将马上进入一些简单有效的多边形建模技术,我们将使用作为指南提供的图像平面,并产生一个可爱的,周到的未来派沙漠赛车。

Step 01

Initial concept art: Good concept artists are hard to find and Matt Tkocz is as good as they get! I was lucky enough to be provided with these fantastic images to evolve my design upon. I really liked Matt's design as illustrated here, but I was really inspired by his multitudes of previous sketches, which put the idea in my head of a more angular off-road type desert racer. As you can see, part of being a great concept artist is putting so many good ideas down, and scanning through his images I decided upon three elements I like most: nice hard edges, futuristic wheels, and a high suspension.

步骤01

初始概念艺术:好概念艺术家很难找到,马特Tkocz是非常好的! 我很幸运能够提供这些梦幻般的图像,以演变我的设计。 我真的很喜欢Matt的设计,如图所示,但我真的灵感来自他的许多以前的草图,这把我的想法在一个更有角度的越野型沙漠赛车手。 你可以看到,作为一个伟大的概念艺术家的一部分是把这么多好的想法收集下来,扫描通过他的图像,我决定了我最喜欢的三个要素:好的硬边缘,未来派的轮子和高悬浮。

Step 02

Evolving the design: Inspired by Matt's designs, I drew up these initial concepts which borrow from the features of each of the three selections. Considering the vehicle is going to be a futuristic desert racer, I think it'll be higher off the ground for unstable terrain, with unusual chunky wheels. The wheels will be the selling point which makes this vehicle look futuristic, rather than the entire vehicle looking too far into the future. In the final design, I've decided to lose the large side fenders and make the front a bit more sleek and sporty, with the hot red flowing from front to fender. This will add interest and extend the angular forms along the body.

步骤02

不断发展的设计:由Matt的设计启发,我绘制了这些最初的概念,借用从三个选择的每一个的特点。 考虑到车辆将是一个未来派的沙漠赛车手,我认为它会更高的地面不稳定的地形,有不寻常的chunky轮子。 车轮将是使这辆车看起来未来的卖点,而不是整个车辆看起来太远的未来。 在最后的设计中,我决定放弃大型侧挡泥板,使前面更光滑和运动,从前面的红色流动到挡泥板。 这将增加兴趣和沿着身体延伸角形式。

Step 03

Setting up: The first thing I always do is set up a new project under File > Project Window > New. Next, import the images planes provided, then go to Maya > Preferences > Settings and change the size from centimeters to feet. Now each square on your grid will be one foot, so you can resize the image planes to be approximately 10 feet long using the grid. This will be effective when rendering using physically based materials, as scale is very important. I always start by placing a cube, extending it, and then using the Insert Edge Loop tool to add some more geometry so I can manipulate the shape to fit the image planes.

步骤03

设置:我做的第一件事是在File> Project Window> New下设置一个新项目。 接下来,导入提供的图像平面,然后转到Maya>首选项>设置,并将大小从厘米更改为英尺。 现在你的网格上的每个方块都是一英尺,所以你可以调整图像平面大约10英尺长使用网格。 当使用基于物理的材料进行渲染时,这将是有效的,因为尺度是非常重要的。 我总是从放置一个立方体,扩展它,然后使用插入边缘循环工具添加一些更多的几何,所以我可以操纵的形状,以适应图像平面。

Step 04

The bonnet: To start on the bonnet, I drop a cube into the top view to form the general shape from above. I then switch to the side and front to manipulate the vertex point to fit the drawing closely. I only make one side at a time, then use Mesh > Mirror Geometry to ensure perfect symmetry.

As this is a concept piece, I'm not going to get too hung up on exacting the geometry to fit the image as it is simply not necessary. As always, concept drawings will never give you every piece of information. Some nice design attributes can often happen on the fly, so we shall go with our gut and solve problems as they arise.

步骤04

发动机罩:从发动机盖开始,我把一个立方体放入顶视图,形成从上面的一般形状。 然后我切换到侧面和前面来操纵顶点以适应绘图。 我一次只做一边,然后使用网格>镜像几何,以确保完美的对称性。

因为这是一个概念,我不会太过于匆匆忙忙的几何来适应图像,因为根本没有必要。 和往常一样,概念图不会给你每一条信息。 一些好的设计属性通常可以在飞行中发生,所以我们将与我们的直觉一起去解决问题。

Step 05

The roof geometry: To contrast the sharp angles of the front, I want to make the back of the vehicle a smooth rounded shape. To do the roof, I start with a plane and make the top shape first. From there I can make some depth by using the Extrude tool on the edges. Similarly we will extrude the outer edges and drag them downward to make the walls of the cockpit. It's a good idea to flip between views when pulling vertices so you don't lose the basic geometry. When you are happy with the basic shape, you can then add more edge loops and tweak the shape to fit the drawings more exactly.

步骤05

屋顶几何形状:为了对比前面的锐角,我想使车辆的后部形成光滑的圆形。 为了做屋顶,我从一个平面开始,首先做出顶部形状。 从那里,我可以通过使用挤压工具在边缘做一些深度。 类似地,我们将挤出外边缘并将它们向下拖动以形成驾驶舱的壁。 在拉取顶点时,在视图之间进行切换是一个好主意,因此不会丢失基本几何。 当您对基本形状感到满意时,您可以添加更多边缘环并调整形状以更准确地适应绘图。

Step 06

The base and trims: Here we will look at the cockpit base and making a trim from that. Initially I start on the side, as it's the most important element of this piece to get right. By adding more edge loops and correcting the flow of geometry, I can then move to the top view and align the rounded back shape with the roof.

A nice way of adding elements like the trim is to use existing polygons. By using the Edit Mesh > Duplicate Faces tool, we can then generate a perfectly fitting piece to extrude the depth of the trim from. As I go, I add edge loops tightly along the edges of the piece, so it holds a nice shape when smoothened.

步骤06

底座和内饰:在这里,我们将看到驾驶舱底座,并从中做出一个修剪。 最初我开始在一边,因为它是这一块的最重要的元素,得到正确的。 通过添加更多的边缘环并修正几何的流动,我可以移动到顶视图,并将圆形的背部形状与屋顶对齐。

添加元素(如修剪)的一个好方法是使用现有的多边形。 通过使用“编辑网格”>“重复面”工具,我们可以生成一个完美适合的部分,从中拉出修剪的深度。我添加边缘循环紧紧地沿着该片的边缘,所以它保持一个很好的形状。

Step 07

The rear spoiler: To start the rear spoiler, I place a cube into the top image plane. I then generate the spoiler's shape from there by adding edge loops and deleting the faces to make an "L" shape. Then I select the vertices on the end, move to the side, and rotate them to get the tilt angle. By adding an edge loop at the end and selecting the face at the top, I can then extrude that face upward to build the wall of the spoiler, and then continue that across the middle to the center.

Flipping underneath, we can do the same by using an extruded face to create the support for the spoiler. Finally, to tidy it up, add some edge loops along the edges and check it in the Smooth Mesh Preview (hit the '3' key).

步骤07

后扰流板:要启动后扰流板,我将一个立方体放在顶部图像平面。 然后我从那里通过添加边缘循环和删除面,以形成“L”形状生成扰流器的形状。 然后我选择顶端的顶点,移动到侧面,并旋转它们以获得倾斜角。 通过在末端添加边缘环并在顶部选择面,我可以向上挤出该面以构建扰流器的壁,然后继续穿过中间到中心。

翻转下面,我们可以通过使用挤压面来创建对扰流板的支撑。 最后,为了整理它,沿着边缘添加一些边缘循环,并在平滑网格预览中检查它(点击“3”键)。

Step 08

Axle preparation: Here we look at how the rear wheel axles connect to the base of the vehicle, and detailing the base. Firstly, select the faces of the base and delete them to make space for the cylinder. It's very important that the edges of the deleted faces match the amount of edges on the cylinder. A useful tool for counting the edges is under Display > Heads Up Display > Polycount. You can select the faces, geometry as a whole, or just the edges, and this will display the data on the viewport. While we're working on the base, it's a good time to select the faces along the length and extrude them inward to create some contour lines.

步骤08

轴准备:在这里我们看看后轮轴如何连接到车辆的基座,并详细描述基座。 首先,选择基准面并删除它们,以为圆柱体留出空间。 非常重要的是,删除的面的边缘与圆柱体上的边缘的数量相匹配。 一个用于计算边缘的有用工具是显示>抬头显示>多头计数。 您可以选择面,几何作为整体,或只选择边,这将在视口上显示数据。 当我们在基地上工作时,这是一个好时机,选择沿长度的面,并挤出它们向内创建一些等高线。

Step 09

Rear axle struts: Next we will create the rear legs that attach the wheels to the base. The first thing I do is place an 8-sided cylinder and an 8-sided cube in position before deleting the faces that face each other. Before we can bridge them, we must select both pieces and combine them (Mesh > Combine).

Next, select the edges and bridge the two pieces. This process is repeated at the opposite end, except the cylinder will join by splitting it in half and joining the cube end to the halved cylinder.

Lastly, to add some interest to this piece, I select the front faces, extrude them inward and separate the faces. By adding some edge depth and inserting some edge loops, this creates a nice feature when smoothened.

步骤09

后桥支柱:接下来,我们将创建将车轮连接到底座的后支腿。 我做的第一件事是在删除面对面之前放置一个8面圆柱体和一个8面立方体。 在我们可以桥接它们之前,我们必须选择两个片段并组合它们(网格>组合)。

接下来,选择边缘并桥接两个部分。 该过程在相对端重复,除了气缸将通过将其分成两半并将立方体末端连接到半圆筒而连接。

最后,为了增加这件作品的兴趣,我选择正面,挤出他们内部和分离的面孔。 通过添加一些边缘深度和插入一些边缘循环,这将创建一个很好的功能。

Step 10

Front axle and suspension: Using the image planes as a placement guide, I quickly drop in the basic shapes of the arms and disc shape to connect the wheel. We can start the suspension piece by making a simple 8-sided cylinder and extracting the geometry in various places to give it some interest.

Go to Create > Polygons > Helix to make a spring shape. (This can take a bit of trial and error to get exact, so I've supplied this in the assets folder.) Where the joints meet the base, I have deleted the faces and extruded the edges into the center of the shell.

步骤10

前轴和悬架:使用图像平面作为放置指南,我迅速下降臂的基本形状和圆盘形状以连接车轮。 我们可以通过制作一个简单的8面圆柱体和提取几何在各个地方开始悬挂件,给它一些兴趣。

转到创建>多边形>螺旋,使弹簧形状。 (这可能需要一些试验和错误得到确切的,所以我已经提供了这个在资源文件夹。)当接头满足基地,我已删除的面,挤压边缘到壳的中心。

Step 11

Starting the interior: I want the interior to be a reflection of the exterior by using angular shapes and sloping lines. I have supplied image planes for you to make this seat. Like before, we start with the side and shape a cube to fit the profile image. Next, moving to the front view, add an edge loop so you can push the faces back into the seat, giving it depth. As you can see, again I'm only making half, and then mirroring it across when I'm happy with the shape. Finally, we can use our trusty Extrude tool to make some nice sloped contour lines.

步骤11

启动内部:我想通过使用有角度的形状和倾斜的线条,使室内成为外部的反射。 我已经提供图像飞机为你做这个座位。 像以前一样,我们从侧面开始,并塑造一个立方体以适合轮廓图像。 接下来,移动到前视图,添加一个边缘循环,以便你可以将面部推回到座位,给它的深度。 正如你可以看到,我只是做一半,然后镜像它,当我高兴的形状。 最后,我们可以使用我们的可靠挤压工具,使一些很好的斜坡轮廓线。

Step 12

Steering wheel: To start the steering wheel we will create a polygon pipe object. By deleting the segments across the top and removing the edge loops on the side, we can get this shape. Then we want to place a piece of shaped geometry into the center, and combine and bridge it to the beams extruded from the outer rim.

The background base piece is made the same way, by starting with a polygon pipe. I will also add some geometry to this segment and insert two cylinders to create buttons or dials. Last we can add some grips by selecting the faces along the wheel rim and extruding them outward. We can add more edge loops where needed to make the edges a bit harder.

步骤12

方向盘:要启动方向盘,我们将创建一个多边形管道对象。 通过删除顶部的段并删除边上的边缘循环,我们可以得到这个形状。 然后,我们要将一个形状的几何体放入中心,并将其结合并桥接到从外边缘挤出的梁。

背景基础片以相同的方式,从多边形管开始。 我还将添加一些几何体到这个段,并插入两个圆柱,以创建按钮或拨号。 最后,我们可以通过选择沿轮缘的面并向外挤出来添加一些夹点。 我们可以在需要的地方添加更多的边缘循环,使边缘更坚硬。

Step 13

Making the wheels: Rather than make the entire wheel in one piece, I'm going to make one segment and duplicate it. To start, we need to make a cylinder that's 24 segments around, with 6 divisions along the top face. Then split a slice that's 4 segments across (pictured, shaped like a wedge of pie) and delete the rest. With this slice I will adjust the vertices into an interesting design.

Next go to the Rotate tool, press the 'D' key, and pull the point of rotation to the tip of the slice (which will be the center of the wheel). To duplicate and rotate, go to Edit > Duplicate > Duplicate Special. Use a rotation value of 60, set the number of copies to 5, and press Apply. Then select all of the pieces and combine them. To merge the vertices, go to Edit Mesh > Merge. Add depth to the wheel by extruding the edges.

步骤13

制作车轮:不是把整个车轮做成一个整体,我要做一个段,并复制它。 首先,我们需要制作一个24段的圆柱体,沿着顶面有6个分段。 然后分割一个切片,其中有4个片段(如图所示,形状像一个楔形饼),并删除其余部分。 使用这个切片我将调整顶点到一个有趣的设计。

然后转到旋转工具,按'D'键,并将旋转点拉到切片的尖端(这将是车轮的中心)。 要复制和旋转,请转到编辑>复制>复制特殊。 使用旋转值60,将份数设置为5,然后按应用。 然后选择所有的片段并组合它们。 要合并顶点,请转到编辑网格>合并。 通过挤压边缘来增加轮子的深度。

Step 14

Futuristic off-road tires: To make a tire, I start with a cylinder that's 42 segments around and 5 segments across the width. I want to make the tire look as if it has a rubber layer which is clipped on around the base of the structure; I do this by selecting a pattern of faces and extruding them out.

For the parts that come over the alloy, I make a small extrusion border inward, and separate off the pieces. We will make these different materials later. To keep the tire soft, but still have definition, I insert some edge loops - make sure to press the '3' key to check how your wheel looks. I would suggest duplicating the basic tire geometry before you experiment with extrusion designs, so you have a back up.

步骤14

未来的越野轮胎:为了制造一个轮胎,我从一个圆柱体开始,有42段,宽度为5段。 我想让轮胎看起来好像它有一个橡胶层被夹在结构的基座周围; 我这样做是通过选择一个面孔和挤出它们的模式。

对于来自合金的零件,我向内做一个小挤压边框,并分离出零件。 我们将在以后制作这些不同的材料。 为了保持轮胎柔软,但仍然有定义,我插入一些边缘循环 - 确保按'3'键检查你的车轮的外观。 我建议在实验挤压设计之前复制基本的轮胎几何形状,所以你有一个备份。

Step 15

Slick headlamps: Rather than try to make the headlamp in place, it's easier to make it as a rectangular block first, and then extrude that shape inward to reveal the bulb. Take this shape and position it near the front of the vehicle, then go to the Animation menu and select Create Deformer > Lattice. You can change the amount of lattice points in the Attribute Editor, but I think a simple 4-point lattice will work best. By right-clicking, you can 'Select Lattice Points' and start to pull the shape of the light into the socket to fit.

To make the glass for the front of the headlamp, I duplicate the back face of the headlamp and bring it onto the front of the headlamp. This way the glass will be the exact shape to fit.

步骤15

光滑的大灯:不是试图使头灯就位,它更容易做成一个矩形块,然后向内挤压这个形状,以显露灯泡。 采取这种形状,并将其放置在车辆前部附近,然后转到动画菜单,选择创建变形器>点阵。 您可以在“属性编辑器”中更改网格点的数量,但我认为一个简单的4点网格效果最好。 通过右键单击,您可以选择格点,并开始将光的形状拉入套接字适合。

为了制造前大灯前部的玻璃,我复制前大灯的后面,并把它放在前大灯的前面。 这样,玻璃将是适合的确切形状。

Step 16

Making a badge: To make an object from curves, or to import custom text, Adobe Illustrator is a very useful tool to have. If you don't have Illustrator, you can now get the CS2 version from Adobe for free: www.helpx.adobe.com/creative-suite/kb/cs2-product-downloads.html.

You can make curves using Illustrator's Pen tool to draw around the design, and then save the curves as an Illustrator 8 file (this format works with most versions of Maya).

Back in Maya, go to Create > Illustrator Object > Advanced Settings and check 'Curves', then click Apply and navigate to your Illustrator file. By selecting each curve part at a time, go to the Surfaces menu and click Surfaces > Bevel Plus.

Next you can use a lattice deformer to bend the entire object to fit sloped surfaces if needed. A quick way to UV objects like this is to go to Create UVs > Based on camera.

步骤16

制作徽章:要从曲线创建对象,或导入自定义文本,Adobe Illustrator是一个非常有用的工具。 如果您没有Illustrator,现在可以从Adobe免费获得CS2版本:www.helpx.adobe.com/creative-suite/kb/cs2-product-downloads.html。

您可以使用Illustrator的钢笔工具绘制曲线以绘制设计,然后将曲线保存为Illustrator 8文件(此格式适用于大多数Maya版本)。

回到Maya,转到创建> Illustrator对象>高级设置并选中“曲线”,然后单击应用并导航到您的Illustrator文件。 通过一次选择每个曲线部分,转到Surfaces菜单,然后单击Surfaces> Bevel Plus。

接下来,您可以使用网格变形器来弯曲整个物体,以适应倾斜的表面。 这种UV对象的快速方法是去创建UVs>基于相机。

Top tip: Context

Especially when designing futuristic or fantastical objects, it is important to contextualize your piece. By this, I mean placing something in the scene that a viewer will be familiar with in some way. This can help your audience connect with the piece, making it more believable, and can also give reference to scale and material.

顶部提示:上下文

特别是当设计未来的或幻想的对象时,重要的是背景化您的作品。 通过这个,我的意思是将某物放在场景中,观众会以某种方式熟悉。 这可以帮助您的观众与该作品连接,使其更可信,并且还可以参考比例和材料。

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