一些世界上最令人兴奋的3D艺术家分享他们的顶尖技巧和专业提示,以帮助你掌握建模,成为一个全方位更好的艺术家…
There are no shortcuts when it comes to becoming a great 3D artist. It takes talent, determination and hundreds and hundreds of hours of hard graft. Not only do you need the same artistic chops as a sculptor or a painter, but you need to know the software pretty much inside out too. But all that's not to say that you can't learn from other people, and the insights and tricks and yes, even shortcuts, that they've discovered through their hours of hard graft. We rounded up some of the best artists in the business, to let you in on their best modeling secrets.
当谈到成为一个伟大的3D艺术家没有捷径。 它需要天赋,决心和数百和数百小时的硬移植。 不仅你需要与雕刻家或画家相同的艺术斩,但你需要知道软件里面的东西也很多。 但所有这些不是说,你不能从别人学习,以及洞察和技巧,是的,即使是快捷方式,他们通过他们的硬嫁接发现了。 我们收集了一些最好的艺术家在业务,让你在他们最好的建模秘密。
Tip 1: Helping hands
"Tools like the Select N Edge feature in Maya's Bonus Tools (and similar operations on many modeling packages) can quickly create complex surfaces such as cloth folds on dense meshes, baskets or similar objects, or a complex set of wires. Best of all, if you keep a tube shape you can unfold its UVs with a couple of clicks.” Carlos Ortega Elizalde
提示1:援助之手
“像Maya的”奖金工具“中的”选择N边缘“功能(以及许多建模软件包上的类似操作)之类的工具可以快速创建复杂的曲面,例如稠密网格,篮子或类似对象上的布褶, 如果你保持一个管的形状,你可以展开其UVs,几次点击。“Carlos Ortega Elizalde
Tip 2:Deform for detail
"You can create complex objects very quickly using deformers and selections. By making a tileable surface it is only a matter of adding a couple of bend deformers to get a complex-looking but attractive object.” Carlos Ortega Elizalde
提示2:更改详细信息
“使用变形器和选择,你可以非常快地创建复杂的对象。通过制作一个花木表面,只需添加几个弯曲变形器就可以得到一个复杂而有吸引力的对象。”Carlos Ortega Elizalde
Tip 3: Keep it simple
"To model use the fewest tools you can. I usually use just the Standard brush, Clay brush, Clay Tubes brush, Move brush and DamStandard brush. I build my forms and structure with the Clay Tubes and I cut into the clay with the DamStandard brush to define the shapes.” Luca Nemolato
提示3:保持简单
“模型使用最少的工具,我通常只使用标准刷,粘土刷,粘土刷,移动刷和DamStandard刷。我用粘土管建立我的形式和结构,我用DamStandard剪切粘土 刷定义形状。“Luca Nemolato
Tip 4: Cap holes with quads
"In ZBrush, when you use Close Holes (in the Modify Topology menu) to cap a hole in the geometry, it will create a cap made of triangles. These triangles are not the ideal surface for sculpting. You can quickly convert them to quads by Ctrl+Shift+clicking on the cap polygroup to isolate it, going to the ZRemesher menu, enabling the FreezeBorder option and pressing the ZRemesher button. The cap will now be mostly made of quads. It is not perfect, but much better than the triangles!” Jose Alves da Silva
提示4:带四边形的孔
“在ZBrush中,当您使用”关闭孔“(在”修改拓扑“菜单中)覆盖几何图形中的一个孔时,将创建一个由三角形组成的顶盖。这些三角形不是雕刻的理想表面,您可以快速将它们转换为四边形 通过Ctrl + Shift +单击帽子多组来隔离它,进入ZRemesher菜单,启用FreezeBorder选项并按ZRemesher按钮。帽子现在将主要由四边形组成。它并不完美,但比三角形好得多!“Jose Alves da Silva
Tip 5: Terrain tricks
"When you begin modeling an object, use Edit poly mode because if you use Edit Mesh you don't get important tools to work with and it can give you bad results when you render the image, such as wrong face normals, undesired edges on the faces and so on. A great tool that I use often in 3ds Max is the Populate Terrain script (www.populate3d.com) to fix the faces of the terrain and other objects from the clients' AutoCAD files.” Sergio Mereces
提示5:地形技巧
“当你开始建模一个对象,使用编辑多模式,因为如果你使用编辑网格,你不会得到重要的工具,它可以给你不好的结果,当您渲染图像,如错误的脸部正常,不需要的边缘 我在3ds Max中经常使用的一个伟大的工具是Populate Terrain脚本(www.populate3d.com),用于修复地形和客户端AutoCAD文件中的其他对象的面部。“Sergio Mereces
Tip 6: Organic issues
"ZBrush is an amazing tool when it comes to sculpting organic models. Today, for something like rocks, I just go directly into ZBrush and sketch my model from a basic sphere or ZSpheres, then DynaMesh it every now and then till I get strong base shapes, and then after I have cleaned the topology, I continue adding details to the model. I make sure I use Layers in ZBrush because it offers a great way for a non-destructive workflow. After I'm done I decimate the final objects and bring it into 3ds Max/V-Ray to populate the scene.” Toni Bratincevic
提示6:有机问题
“ZBrush是一个令人惊奇的工具,当它涉及到雕刻有机模型。今天,对于像岩石,我只是直接进入ZBrush和草图我的模型从一个基本的球体或ZSpheres,然后DynaMesh它每时每刻,直到我得到强基地 形状,然后我清理拓扑,我继续添加细节到模型。我确保我使用ZBrush中的Layers,因为它为非破坏性工作流提供了一个伟大的方式。完成后,我抽取最终的对象 并将其带入3ds Max / V-Ray来填充场景。“Toni Bratincevic
Tip 7: Don't obsess about topology
"Aside from in-game assets, don't obsess over topology unless your model is going to be rigged. This can become a huge waste of time. Many artists use ZBrush's decimation master or ZRemesher to create final assets when in a hurry. There are no topology police. Just know how to create good topology for the situations when it matters.” Alex Alvarez
提示7:不要痴迷拓扑
“除了游戏中的资产之外,不要痴迷于拓扑,除非你的模型要被操纵,这可能会浪费时间。许多艺术家只是知道如何创建良好的拓扑结构的情况下,使用ZBrush的抽取主机或ZRemesher来快速创建最终资产 是没有拓扑的,“Alex Alvarez
Tip 8: Do obsess about topology
"Organic models (especially faces) benefit from good topology. How you structure the edge flow of a mesh can really help with skin deformations and morph targets. Radial edge loops from the eyes and mouth are the main points of reference on a face model. Use the nose and cheeks as convergence areas for these rings and avoid visible triangular polys wherever possible.” Andrew Hickinbottom
提示8:关于拓扑结构
“有机模型(特别是面孔)受益于良好的拓扑结构,如何构造网格的边缘流可以真正帮助皮肤变形和变形目标。来自眼睛和嘴的径向边缘环是面部模型的主要参考点。 使用鼻子和面颊作为这些环的收敛区域,并尽可能避免可见的三角形多聚体。“Andrew Hickinbottom
Tip 9: Strike a pose
"When you're posing a character, particularly a pin-up, think about the silhouette and the line of action throughout the pose, and the simpler and clearer the better. Find appealing shapes, angles and curves on the model and enhance them with the posture. Tilting the hips and putting the weight on one leg creates an S-curved body, which is ideal for an archetypal pin-up pose.” Andrew Hickinbottom
提示9:敲击姿势
“当你扮演一个角色,特别是一个针,想想整个姿势的剪影和行动线,更简单和更清晰的更好。找到吸引人的形状,角度和曲线的模型,并提高他们 倾斜臀部并将重量放在一条腿上产生了S形弯曲的身体,这是理想的原型针向姿势。“Andrew Hickinbottom
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