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可爱的卡通人物Namaki的制作

3dmax动画模型蒙皮 观看预览

3dmax动画模型蒙皮

包含7节视频教程
关注14.7万

这绝对是市面上最好的3dmax蒙皮技术了,从大体到末端。每个细节都丝毫不落的详细讲解。完美的课程,是朱峰社区经典课程之一,希望大家喜欢。

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介绍
Introduction
 

Namaki意味着亲爱的;在我的国家,当我们看到一个可爱的小女孩或男孩时,我们会使用这个表情。在过去的五年里,自从我开始学习如何用钢笔画出完美的圆圈,我就有了制作这个角色的想法——这仅仅是个开始。那时候,我不是很认真,因为我没有绘画技巧;我更喜欢3D,而不是2D。每当我的手离开3D的时候,我就会画两个圆圈,在圆圈的底部画上两个点(试一下,你会看到一张有趣的脸),然后我就把自己变成了一个人物面部表情的一部分;渐渐地,我可以画出头部和其他部分(我仍然可以用这种方式画出这些角色,并且我可以在一个文件夹里收集这些图画)。我决定对其中一个角色进行建模,以应对挑战。

 

Namaki means sweetie; in my country we use the expression when we see a cute baby girl or boy. For the past five years, since I started learning how to draw perfect circles with a pen, I've had the idea of designing what you see now - this is just the beginning. Back then, I wasn't too serious about it because I didn't have any drawing skills; I was more into 3D than 2D. Whenever my hands were off 3D I would draw two circles close to each other, put two dots on the bottom of the circles (try it and you'll see a funny face) and from there I had myself part of a character's facial expression; little by little I was able to draw the head and the other parts (I still draw these characters in this way whenever I can and I collect the drawings in a folder). I decided to model one of these characters for a challenge.

 

素描和绘画
Sketching & Painting

 

我应该从初学者的时候就开始强调,如果你想要创造东西首先是:draw。绘画基本上是在思考!我开始画人物;然而,当时我只能画圆圈(图01)。然后我用不同的颜色来画它,直到我达到了最佳的主题。

 

I should highlight from the start for beginners, that if you have something in mind that you want to create then first of all: draw. Drawing is basically thinking out loud! I started by drawing the character; however, at the time I could only draw circles (Fig.01). I then painted it using different colour variations until I reached the best theme.

图01

造型
Modelling

 

我基本上是用多边形原始对象(如立方体、球体和圆筒)来建模的。

(图02)。

 

I basically modelled the character, starting with polygon primitive objects such as a cube, sphere and cylinder
(Fig.02).

图 02

材质、灯光和Rendereing
Texturing, Lighting & Rendereing

 

我继续做UVs,并给模型添加一个基本的纹理(图03)。根据我的照明和渲染,我主要做了最后的纹理渲染,这意味着在给模型添加了基本的颜色和纹理之后,我准备了我的照明和渲染,然后根据灯光设置做了最后的纹理。

 

I continued by making the UVs and adding a basic texture to the model (Fig.03). I mostly did the final texturing according to my lighting and rendering, meaning that after adding the basic colours and texture to the model, I prepared my lighting and rendering, and then made the final textures according to the lighting setup.

图 03

 

在这个场景中,我使用了三个区域灯光(图04)和环境色彩。我将mia_physicalsky1连接到摄像机的环境着色器(图05)。

For the scene I used three area lights (Fig.04) and an ambient colour for the environment. I connected mia_physicalsky1 to the Environment Shader of the camera (Fig.05).

图 04


图05

 

对于音频映射,我将mia_exposure_photoic1连接到相机的镜头着色器(图06)。

 

For the tone mapping I connected mia_exposure_photographic1 to the lens shader of the camera (Fig.06).

图06

后期制作
Post-Production

 

这个阶段是我的最爱!因为我对每件事都很满意,所以我立刻把所有的东西都呈现出来了。我后来增加了对比度,添加了一个环境遮挡层和几个掩模渲染,以增加图像的各个部分的饱和度(图07)。

 

This stage is my favourite! For this image I rendered everything at once, since I was quite happy with everything. I later increased contrast by adding an ambient occlusion layer and several mask renders to add some saturation to individual parts of the image (Fig.07).

图 07

 

我做了一条路径,用我的刷子把它填满,然后在上面加了一个点,让眼睛更亮(图08)。

 

For the eyes I made a path and filled it with my brush, and then added a point on top to give the eye more shine (Fig.08).

图08

 

我从Photoshop中修正了图像的颜色,添加了景深,然后又回到Photoshop中,添加了色差——这给图像赋予了生命,让它看起来更专业(图09)。

I took the colour corrected image from Photoshop to After Effects to add the depth of field, and then returned to Photoshop to add the chromatic aberration - which gives life to an image and makes it more professional looking (Fig.09).

图 09


最终图像

 

Final Image

 

我希望你对我的工作流程感到满意。最后,我要感谢我的妻子帮我处理这个形象,并给了我很好的反馈。感谢你的阅读。

I hope this breakdown gives you a good idea about my work flow. Finally, I would like to thank my wife for helping me with this image and for giving me great feedback. Thanks for reading.

 

 

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rich2168

rich2168

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做的很可爱

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