3ds MAX制作逼真易拉罐

修改
鏉ユ簮: 貌似殊途 浏览 15386 日期 2011-10-26 0

step 1

create a cylinder with the height of 10.5 and radius of 3.3 in perspective view. change its height segs to 2, cap segs to 1 and make sure its sides sets to 18. rename this object to "soda_can"

 

step 2

right click on the object and choose "convert to editable poly" from "convert to" submenu.

 

step 3

from "editable poly" sub objects, click on polygon mode. then click on the most bottom face of soda_can object to select it.

 

step 4

in the editable poly parameters, click on the "setting" button next to the bevel to open bevel option dialog. change height to 0.4 and outline to -0.7 and then hit ok.

 

step 5

now click on the "setting" button next to the extrude to open its option dialog. change height to 0.2 and press ok.

 

step 6

do the same thing with inset button and change its amount to 0.2.

 

step 7

again bevel it with height of -0.4 and outline of -0.1.

 

step 8

inset the same face with amount of 0.1.

 

step 9

select the edge which you can see in the below picture and then hit loop button. loop will help to select all continuing edges.

 

step 10

click on the "setting" button next to the chamfer to open its option dialog. change its chamfer amount to 0.05 and keep connect edge segments 1.

 

step 11

unselect edge mode and make sure not any sub object is selected from editable poly modifier. now apply turbosmooth modifier and change its iteration to 2. now you can see if there is any problem in edges or not. the bottom part of soda can object is now ready. before moving to the next step, delete turbosmooth modifier. we will add it again in future but for now we don't need it.

 

step 12

from "editable poly" sub objects, select polygon mode. this time select the top most face of soda_can object and bevel it with height of 1 and outline of -0.4.

 

step 13

extrude it with height of 0.2.

 

step 14

inset it with amount of 0.05.

 

step 15

extrude it with height of -0.5.

 

step 16

inset selected face with amount of 0.1.

 

step 17

extrude it again with height of 0.2.

 

step 18

finally inset it with amount of 0.5.

 

step 19

select the edge which you can see in the below picture and hit loop button to select all its continuing edges.

 

step 20

chamfer the selected edges with amount to 0.05 and keep connect edge segments 1.

 

step 21

create a new plane object in top view with length of 2.5 and width of 1.5. we will use this plane just as a guide to create the door of soda can. later will delete this plane.

 

step 22

create ngon shape at top view. its size is not important but make sure it just have 3 sides.

 

step 23

right click on the ngone shape choose "convert to editable spline" from "convert to" submenu. then select vertex from editable spline sub objects. then select all three vertices of ngon shape. you can press ctrl+a as shortcut for "select all" command. now right click on the ngon shape and changes its vertices type to smooth.

 

step 24

move vertices to match the size plane object. we used this plane to make sure the door of the can has 2.5 cm height and 1.5 widths. after this, you can delete plane object.

[next]  

step 25

with the help of top view, move the ngon shape at top of soda can object. here is the place that you can drink soda.

 

step 26

select soda can object again and move its top vertices until you could get a shape same as below picture. in fact we used ngon shape just as guide. after this step you can remove ngon shape too.

 

step 27

select the door shape of the can object and inset it with amount of 0.01

 

step 28

while the polygon of door shape is selected click on the grow button to expand selected area.

 

step 29

hold down the alt key and click on the polygon of the door shape to unselect it. now just a narrow band around the door is selected.

 

step 30

extrude it with height of -0.01.

 

step 31

select the polygon of the door shape and inset it with amount of 0.01.

 

step 32

select the edge at the top of soda can same as the below picture and then click on the ring button to select all parallel edges.

 

step 33

now hold down the ctrl key and click on the polygon mode in selection rollout of editable poly. so now all the polygons that were on the same way with selected edges will be selected too.

 

step 34

extrude the selected polygons with height of 0.02.

 

step 35

it is time for creating soda can opener. a small piece of metal that you shift it outward to open soda can. i call it "opener" in this tutorial but not sure if it is right name or not. create a plane in top view with both length and width of 2 and length segs of 3 and width segs of 2.

 

step 36

convert it to editable poly and select two top polygons. inset them with amount of 0.1. now click on the collapse button on the edit geometry rollout of editable poly modifier.

 

step 37

select the bottom polygon and do the same thing we did in previous step. now you have extra polygons at the bottommost of plane object. select them and delete them. finally you need to make all vertices at bottom of plane in one row. so select the vertices at bottom and align them to the vertices at edges.

 

step 38

select and extrude the bottom polygons with height of -0.05.

 

step 39

again extra faces will be created. so select and delete them. in the below picture i have show which polygons you need to delete.

 

step 40

make sure there is not any sub object selected from editable poly. now add ffd 3x3x3 modifier to plane object. from ffd sub objects, select set volume.

 

step 41

move the middle points a bit upper and almost on the plane segments.

 

step 42

now change to control points sub object of ffd modifier and make a shape same as below picture. you need more ffd points.

 

step 43

right click on the "opener" object and convert it to editable poly again. now move vertices to make a better shape same as below picture.

 

step 44

select the edges same as picture below.

 

step 45

hold down shift key and move selected edges down to clear new faces. in fact here you could use shell modifier to give it dimension but as far as in its real object is just bending corners, i used that way as well.

 

step 46

select the edges as i show in picture below.

[next]  

step 47

click on the "setting" button next to the connect to open its option dialog. make sure its segments field is set to 1 and other fields are 0. then click on ok.

 

step 48

select two edges at bottom of model same as picture below.

 

step 49

hold down shift button and move the selected edges out.

 

step 50

as final step of modeling you can create a small cylinder and put it on the "opener" model same as picture below. group them and put them on the top of the can. apply turbosmooth to models with iteration of 2.

   

tip: maybe you ask the values that i used in this tutorial and how i found them. it is very easy way. i bought a soda and with a small ruler measuring it. so for different object you could do same.

part 2: 准备场景环境以及灯光

开始前确保我们用的是mental ray渲染器

step 51

创建一个面片,作为地面和背景。

 

step 52

创建如下图的两盏光度学点光源。

 

step 53

这两个灯我们使用基本相同的设置,唯一不同的就是左边的那盏强度低个500的样子,这个不是特别重要啦,具体设置如下。

 

step 54

下面我们给环境赋予一张hdr贴图,在rendering栏下选择environment,然后在none下面贴上那张hdr贴图

 

step 55

我们把这张hdri的图片稍微调一下,打开材质编辑器,把hdri图片拖给一个空白材质球,然后把mapping模式改为"spherical environment".

 

step 56

下面控制一下场景的整体曝光度,选用"mr photographic exposure control",曝光值设为13,假如你觉得场景还是有点暗的话,就把这个值再打高些。

 

part 3:材质和渲染的设置

step 57

选择一个空白材质球,点击standard按钮,并在mental ray材质浏览面板下,双击"arch & design"这种材质,把它的diffuse color设为白色,并且把reflectivity设为0,因为我们不需要反射,然后把这个材质球赋予地面。

 

step 58

在我们为易拉罐创建材质前,我们给材质设置id号,我们将给它设置两个材质,一个是罐子的顶部和底部,一个是加log的 中间部分,好的在模型上我们选择中间部分把id设为2,其余两个设为1

 

step 59

回到材质编辑器,在选择一个空白材质球,点一下standard,双击multi/sub-object material

 

step 60

在multi/sub-object basic parameters下点"set number"按钮,然后就出现设置材质编号的对话框了,把值设为2 ,因为我们就两种材质嘛。

 

step 61

点击id号为1的材质,一开始他是默认的材质属性,我们把它换成"arch & design"的材质类型,并把其设置改为如下所示,在reflection color上我们贴上一张noise map

 

step 62

id号为2的材质我们同样换成"arch & design"材质,设置如下,并用下面的这张图贴到它的diffuse cor,然后把这个材质球赋予模型

 

step 63

渲染设置非常简单,如下所示,使用final gather作为间接照明,medium级别就足够了,确认你的filter类型为mitchell或者lanczos.

 

step 64

渲染一下得到以下结果。

 

part 4: droplets effect

step 65

下面我们在particle system粒子系统下点击pf source按钮

 

step 66

在e pf souce拦下,我们点击particle view,打开对话框,出现默认连接。

 

step 67

我们需要对默认连接做些改变,设置如下,最后在position object event栏下我们加载我们易拉罐的模型,关闭对话框。

 

step 68

选择blobmesh,在场景中点击创建,它出现的位置是无关紧要的。

 

step 69

把blobmesh的属性面板设置如下,把pf source加载到blob objects列表下。

 

step 70

然后在场景中我们将blobmesh物体塌陷为多边形,我们不在需要粒子形式的物体了,事实上我们创建pf source目的是为了关联上我们的blobmesh object,以便将它转化为多边形。好的最后将它重命名为 "droplets"。

 

step 71

在我们的droplets物体上加一个relax modifier修改器,把它的值设为1

 

step 72

打开材质编辑器,选一个空白材质球,还是把它换成arch & design 材质球,将其参数设置如下,然后赋予我们的droplet物体

 

step 73

我们创建了易拉罐及上面的水珠,但是我们的模型还没有完成,当易拉罐在冰冻有水珠的状态下,应该有一些冰霜之类的东西,我们将利用材质实现它,回到材质编辑器,选择易拉罐材质,它包括两部分,其中id号为2的材质也就是易拉罐的中间部分是我们要加冰霜的地方。点击它,进入之前创建的"arch & design" 材质,点击这个材质参数面板最顶上那个"arch & design"按钮,双击blend material混合材质,将会弹出如下对话框,我们选择第二个。否则之前的材质还得重新创建。

 

step 74

现在材质1是易拉罐的那种材质,而材质2只是一个标准材质,右击材质1选择copy from its menu,然后右击材质2粘贴上去,记住不要作为instance object进行粘贴。

 

step 75

在材质2面板里,加一张bump贴图,设置如下。

 

step 76

回到混合材质面板,在mask下加noise贴图,设置参数如下,并给noise贴图的color 1加一个splat map

 

开始最终渲染吧。

final result

希望你喜欢这个小教程。

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