概念
当我看到挑战简报的时候,我打算做一个巨大的肌肉人物,创造一些概念艺术。 然而这对我来说似乎太平常了,而且也不是独一无二 我想创造一些新的东西,所以我不再画出肌肉发达的角色,并且提出了南部非洲土着人民的一些概念。 他们不是特别强壮,没有任何强硬的武器,但我觉得他们是勇士。
我为一个生活在一个小世界里的角色制造了一个粗略的概念,并且把一个小动物或者昆虫投入战斗。 然后我有了使用寄居蟹和其他海洋生物的想法。 他们有非常好的细节,我想在图像中显示不同的材料,如皮肤,木材,贝壳等。
Concept
When I saw the challenge brief I intended to make a huge muscular character and created some concept art along these lines. However this seemed too ordinary to me and not unique. I wanted to create something new, so I quit drawing muscular characters and came up with some concepts of the indigenous people of southern Africa. They are not particularly muscular and don't have any tough weapons, but I feel they are warriors nevertheless.
I created a rough concept for a character living in a small world and riding a small animal or insect into battle. I then had the idea of using a hermit crab and other sea creatures. They have really nice details and I wanted to show different materials in the image such as skin, wood, shell, etc.
雕刻壳的概念
首先,我试图用一个非常粗糙的基底网做一个螃蟹壳的概念造型。它在雕刻方面没有很好的拓扑结构,但是在这个阶段并不重要,因为我打算使用TopoGun对网格物体进行retopologization。在完成这个概念之后,我将这个模型导入TopoGun并做了逆向工程。我使用Mudbox将概念细节转移到一个新的拓扑模型,并做了一些调整。在这个新的模型上,我雕刻了非常细小的细节,因为它具有清晰的拓扑和UV(图01)。
Concept Sculpting the Shell
First I tried to do a concept sculpt for the crab's shell using a really rough base mesh. It didn't have great topology for sculpting, but it didn't matter at this stage because I intended to retopologize the mesh using TopoGun. After finishing the concept I imported the model into TopoGun and did the retopology. I transferred the concept details onto a new topology model using Mudbox and did some tweaking. On this new model I sculpted the really tiny details because it had clean topology and UVs (Fig.01).
图01
塑造螃蟹的身体
第二步是用我在外壳上使用的方法来雕刻寄居蟹的身体。然后,我将这两部分组合在一起。 至于他们的UV,我使用了Roadkill UV和Maya(图02)。
Sculpting the Crab's Body
The second step involved sculpting the hermit crab's body using the same method as I used on the shell. I then combined the two parts in Mudbox. As for their UVs, I used Roadkill UV in conjunction with Maya (Fig.02).
图02
姿势和布局
接下来,我尝试将所有模型组合到同一个Mudbox场景中(图03)。 Mudbox具有非常好的预览功能(照明,阴影,过滤等),还允许您检查法线贴图。 我没有使用高分辨率模型,因为预览高分辨率阴影贴图的所有模型非常密集。 相反,我用普通地图的低分辨率模型进行构图和布局检查。
Pose and Layout
Next I tried to combine all of the models into the same Mudbox scene (Fig.03). Mudbox has really nice preview features (Lighting, Shadowing, Filtering and so on) and also allows you to check Normal maps. I didn't use a high res model because it was really intensive to preview all the models with high res Shadow maps. Instead I used a low res model with Normal maps for posing and layout checking.
图03
雕刻战士的概念
对于战士的身体,我像往常一样开始以概念造型作为基本姿势。 然后我采用了和以前一样的方法做了重新拓扑,从他的脸开始,然后摆出身体。 然而,在这个阶段,我才使用Mudbox绘制了一个线框,然后再进行多边形的重构(图04)。
Concept Sculpting the Warrior
For the warrior's body I started with a concept sculpt as the base pose, as usual. I then did some retopology using the same method as before, starting with his face before posing the body. However it was only during this stage that I painted a wireframe using Mudbox before retopologizing, a technique that is really helpful for re-building polygons (Fig.04).
图04
雕刻和渲染测试
在重建后,我将概念细节转移到一个新的模型上,并对其他部分进行调整和雕刻。 完成所有雕刻后,我使用mental ray和矢量位移贴图进行了一些渲染测试。我无法辨认出任何重大问题,所以宣布雕塑完成(图05)。
Sculpting and Rendering Tests
After the retopology work I transferred the concept details onto a new model and also tweaked and sculpted other parts. Finishing all the sculpting I carried out some rendering tests using mental ray and a Vector Displacement map. I couldn't identify any major problems so declared the sculpting complete (Fig.05).
图05
绘画
我用Mudbox开始绘画。 它有很多的油漆和图层功能,这使得它很容易在你的模型上绘画。 对于每个微小的细节都很难使用位移贴图,我认为这是不必要的,所以我使用了凹凸贴图。 在这个阶段我制作了漫反射,反射,光泽,凹凸和AO图(图06)。
Painting
I used Mudbox to start painting. It has a lot of paint and layer features, which makes it very easy to paint on your model. It was difficult to use a Displacement map for every tiny detail, which I believe is unnecessary, so I used Bump maps instead. I made Diffuse, Specular, Gloss, Bump and AO maps during this stage (Fig.06).
图06
渲染和合成
渲染是通过线性工作流程和mental ray来完成的,每个通道都导入到Toxik进行合成。 Toxik支持一个节点系统,因此构建并允许访问您的电路图非常容易。 创建景深(DOF)非常简单,您可以看到并调整深度和模糊范围设置。
Rendering and Compositing
The rendering was done via linear workflow and mental ray, with each pass imported into Toxik for the compositing. Toxik supports a node system, so is really easy to build and allow access to your schematic. To create the depth of field (DOF) is just as easy and you can see and adjust the Depth and Blur Range settings.
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