3Ds max打造机器蜘蛛过程赏析

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鏉ユ簮: 貌似殊途 浏览 3550 日期 2011-10-26 0

step 1

for creation of the spider i used 3d studio max. i began work from the modeling of joint of spider. modeling was very simple, i used simple shapes as line, circle, ellipse, ark and other and then connected them, cut, extrude while did not get a necessary to me result.

第一步

制作蜘蛛我使用的是3d studio max。我开始从蜘蛛的关节部分制作的,这个造型很简单,我用简单的形状,线,圆,方的和其他的形状,然后通过连接,剪切,挤压就可以得到我们的结果了。

then i created small details, screws, cog-wheels and connected them in a general form. step by step i created the leg.

然后,我通过创建了一些小的细节,螺丝,齿轮和其他的连接的东西,来一步一步的创建腿。

when a lag was ready i duplicated leg and did something like foundation and then i made central part with sphere which changed with editable poly.

然后,再重复制作剩下那些部分的腿。然后,再改变可编辑多边形的球体的中心。

environment of spider i did by simple primitives and also with edit poly. in end-point i got near one million polygons for a spider and about one and a half million polygons for all scene.

蜘蛛的环境,我也由简单的多边形进行编辑而得到的。在最终的场景中,环境占一百多万面,蜘蛛约占一百多万面。

step 2

i used texture from the collection collected by me. in texturing i did not used unwrap uvw, in texturing i used simple planar, box, cylindrical mapping because there were not difficult objects in the scene. some textures i’ve created in photoshop, for example picture in the book.

第二步

我使用的是我之前收集的纹理。在纹理中,我没有使用uvw展开贴图我只是使用一些简单的平面,方块,圆柱进行映射,因为在场景中没有很难的物体对象。例如在书中的照片,我是在photoshop中创建了一些简单的纹理。

the main task for me was to do the correct properties of materials suitable for this scene, especially materials of metal, because there is very much of him.

对我来说,这个是一个很重要的任务,因为他包含了整个场景中材质的表现,尤其做出你想要的金属材质。

for lighting i chosen vray. i wanted to create feeling of presence of spider in a small room. i used one large source vray plane, which was the basic light, something like window. also i used hdri map for gi environment and reflection environment, what create reflections in metallic details and also interesting atmosphere. in properties of vray i used adaptive subdivision image sampler, for primary bounces i took irradiance map and light cache for secondary bounces.

对于照明,我选择了vray的渲染器,我想创造出一个蜘蛛真实存在的感觉,在一个小房间里,我用一个大的vray面光源,这是作为我们的基本光源,像一个窗口一样的东西,此外,我们还是用了一张hdri贴图作为我们的反射环境,这样的话我们创建出反射金属的效果和这个气氛也很有趣。在vray的属性里面,我用自适应细分进行图样采样,而间接光照系统我们使用,发光贴图作为一次反弹,灯光缓存作为我们的二次反弹。

step 3

so, final render was ready. for correcting image i chose photoshop. i did some color correction and then i decided that i need somehow to select a spider. for this purpose i render zdepth channel, what create focusing on a spider and make dof effect.

第三步

渲染出最后的效果,然后我们在photoshop中对我们的图像做一些纠正,我是做了一些色彩的校正,然后,我又制作了一张zdepth通道,重点用来制作出蜘蛛和景深效果。

smoke, going out from overhead i did with fumefx, and then put him from above basic layer in the multiply mode.

烟雾,我使用了fumefx这样的一个插件,然后再使用正片叠底的方式叠加方式放在ps图层上。

i used glow effect what do picture not such bright and more washed out. also i used vignetting effect and chromatic aberration what make picture looked more realistic.

我使用了一些发光的效果使画面变得不是那么的明亮。我同事也做了一些光晕的效果,使图像看上去更加真实。

big thanks to all, hope you like it!

感谢大家,希望大家能够喜欢!

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