San Francisco based CG artist Vladimir Petkovic shows us how he made his awesome steampunk scene using Maya
旧金山的CG艺术家弗拉基米尔佩特科维奇向我们展示了如何使用Maya制作的蒸汽朋克的场景I will briefly go over the major steps I took while constructing Cuberia ? the Capital city of my imaginary world.我叙述的主要步骤,构建Cuberia吗?我的假想的世界。Inspiration
灵感Cuberia is mainly inspired by Victorian era London, with some elements from various steampunk artworks I admire mixed in for good measure. I wanted to represent a powerful and dynamic city, which is a major epicenter of trading and political intrigue.Cuberia主要灵感来源于维多利亚时代伦敦,与一些从不同的蒸汽朋克元素艺术品混合在一起。代表一个强大的和动态的城市,这是一个贸易和政治阴谋的主要中心。The tower
塔The main focus of this artwork is the tower, which stands at the front. The shape and design of my tower is mainly inspired by Disney Hollywood Studios - The Twilight Zone Tower of Terror. I paid a lot of attention to the texture and intricate details that could make it compelling to look at, such as the pipes, power source etc.这个作品的主要焦点是塔,站在前面。塔的形状和设计主要是受迪斯尼好莱坞电影公司——《暮光之城》的参考。我很多注意纹理和错综复杂的细节,可以使它引人注目,如管道、电源等。Tower of Terror at Disney Hollywood Studios
迪士尼好莱坞制片厂恐怖塔The main focus of the piece
主要焦点The city implementation
城市实施I knew that implementing the entire city scene was going to be extremely demanding on my computer's memory. The workaround I used was to build a dozen or so unique elements and then use Maya particle instancing. The principle is that Maya only loads the instances (a house, a tree, etc.) one time and then you are able to multiply these elements almost indefinitely, without clogging the RAM memory. I added simple expression codes that randomize y-axis rotations and scaling. This helped randomizing instances even further. Autodesk has recently simplified this process with their plugin called XGen.我知道实现整个城市场景是非常占用我的电脑的内存要求。我使用的解决方案是建立一个十几个独特的元素,然后使用 Maya粒子实例化。Maya的原则是只加载实例(房子,树等)一次,然后你可以把这些元素几乎无限,没有堵塞RAM内存。我添加了简单的表达式代码随机轴旋转和缩放。这有助于进一步随机化实例。欧特克最近与他们的插件叫XGen简化这个过程。I had three major particle systems:- background forest- city elements- island grass and ground plants我有三个主要的粒子系统:背景的森林城市元素岛草和地面植物At the end, I had around 3000 architectural objects and a huge number of trees, grass and other plants. Overall poly count was over 600,000,000 polys but the scene was still manageable.在年底,我有大约3000建筑对象和大量的树木,草和其他植物。整体的多边形数超过600000000后但现场仍然可控。I scattered multiple particle systems on basic terrain geometry
我分散多粒子系统的基本地形几何I used the Instancer tool, which replaces each particle with a geometry instance
我用实例工具,具有几何实例替换每个粒子Instance types
实例类型The city itself is a combination of houses and various industrial elements. I purposely mixed medieval with 19th century architecture and retro-futuristic elements in order to get the impression of a very old, yet advanced city that has conquered electricity.城市本身就是房屋和各种工业元素的结合体。我故意混合中世纪与第十九世纪的建筑和复古的未来元素,以获得一个非常古老的,但先进的城市,征服了电力的印象。House elements
房子的元素Medieval elements
中世纪的元素To break the repetition I placed some unique buildings and elements such as the zeppelin, floating military vessel, the botanical garden, the city square etc:打破重复我把一些独特的建筑和元素如飞艇、浮动军事船舶、植物园、城市广场等The botanical garden
植物园The city square
城市广场I was aiming for an exotic and oriental atmosphere, so I used Onyx software to create tropical trees like palms and such. The grass and ground plants are modeled in Maya.我的目标是异国情调和东方的气氛,所以我用红Maya软件创建热带树木像手掌等。草和地面植物在Maya建模。The flora
植物区系Lighting
照明The lighting is very basic; since it is an outdoor, daylight scene, I used a Mental Ray physical sun and sky. I tend to do lighting using the default Lambert material, without any textures.照明是非常基本的,因为它是一个室外,白天,我使用一个精神雷身体太阳和天空。我倾向于做照明使用默认的兰伯特材料,没有任何纹理。The lighting
照明Render passes
渲染通道The three major render passes I used for this project were Beauty, Ambient Occlusion, and ZDepth.三大渲染我用于这个项目是 Beauty, Ambient Occlusion, 与 ZDepth.Beauty pass
美通过Ambient Occlusion (contact shadows)
环境遮挡(接触阴影)ZDepth (used for both, depth of field and distance fog)
ZDepth(用于景深和距离雾)Putting everything together in Photoshop
把一切都在PhotoshopPhotoshop was used for:1. Render passes compositing2. Color corrections and contrasts3. Adding sky and smokes4. Chromatic Aberration effectPhotoshop是用于:
1。通过合成渲染
2。颜色校正和对比
3。添加天空和抽烟
4。色差的影响
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