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zbrush基礎(chǔ)課程制作克勞德 觀看預(yù)覽

zbrush基礎(chǔ)課程制作克勞德

包含6節(jié)視頻教程
關(guān)注20.1萬(wàn)

這個(gè)系列包括各種建模、拓?fù)、頭發(fā)等很多角色制作必不可少的技術(shù)。非常經(jīng)典,適合初級(jí)學(xué)習(xí)角色制作的同學(xué)。有了這些技術(shù),通過(guò)你的雙手快來(lái)做模型吧!

關(guān)閉

這個(gè)項(xiàng)目的目的是創(chuàng)建一個(gè)適合3D打印的生物,也是我正在工作的一系列人物的一部分。 我也想使用新的工具,所以我創(chuàng)建了許多不同的對(duì)象和組件。 在這個(gè)過(guò)程中,我將分享我的工作如何通過(guò)我的工作流程變化。

The purpose of this project was to create a creature suitable for 3D printing and also as part of a series of characters I am working on. I also wanted to work with new tools, so I have created many different objects and components. In this making of I will share how my work evolves through my workflow process.

Concept

This project developed out of my collection of artbooks, movies and some old sketches. Collecting references is a very important part of my process, it gives me a clear idea of my concept before I begin modeling. I find that the whole project goes faster and is easier if you start it with a clear idea of what you want the end result to be. I combine all of the references and my sketches into a Photoshop file, this Mood Board forms a vital part of my entire project.

概念

這個(gè)項(xiàng)目從我的藝術(shù)品,電影和一些舊草圖的集合開(kāi)發(fā)。收集參考資料是我的過(guò)程中非常重要的一部分,它在我開(kāi)始建模之前給了我一個(gè)清晰的概念。 我發(fā)現(xiàn)整個(gè)項(xiàng)目更快,如果你開(kāi)始明確想要的最終結(jié)果是什么,更容易。 我把所有的參考和我的草圖結(jié)合成一個(gè)Photoshop文件,這個(gè)心情板是我整個(gè)項(xiàng)目的重要組成部分。

Blocking

Depending on the project, I either start in ZBrush with a ZSphere or DynaMesh; Cocohell was designed using a basic anatomical plan, so DynaMesh was the right tool for the project! I always keep an eye on my reference material during this phase of a project. I prefer working with only a few brushes, in particular I like to use the Move brush for sculpting basic form and ClayBuildUp to add or remove material. I take my time with blocking in the forms, often turning the mesh around, and experimenting until I find the look I like. I try not to focus on the details but on the general form. When I'm happy with the shape of the organic parts it is time to move on to the other components. If I'm not 100% sure about the final composition I like to experiment with different combinations and build up a richly detailed silhouette, although I try not to make it over complicated!

阻塞

根據(jù)項(xiàng)目,我或者從ZBrush開(kāi)始用ZSphere或DynaMesh; Cocohell是使用一個(gè)基本的解剖計(jì)劃設(shè)計(jì)的,所以DynaMesh是項(xiàng)目的正確工具! 在項(xiàng)目的這個(gè)階段,我總是關(guān)注我的參考資料。 我喜歡只使用幾個(gè)畫(huà)筆,特別是我喜歡使用移動(dòng)畫(huà)筆來(lái)雕刻基本形式和ClayBuildUp添加或刪除材料。 我把我的時(shí)間在表單中阻塞,經(jīng)常轉(zhuǎn)動(dòng)網(wǎng)格,并進(jìn)行實(shí)驗(yàn),直到我找到我的樣子。 我盡量不要專(zhuān)注于細(xì)節(jié),但一般的形式。 當(dāng)我對(duì)有機(jī)部分的形狀感到高興時(shí),是時(shí)候移動(dòng)到其他組件。如果我不是100%肯定的最后一個(gè)組成部分,我喜歡嘗試不同的組合,并建立一個(gè)豐富詳細(xì)的剪影,雖然我盡量不要使它復(fù)雜!

Retopology and pose

Once I have got my basic model ready, it is time to create a clear topology. In order to do this, I usually work with 3DCoat, which is a great program for a more accurate topology. However, because Cocohell is a quick sculpt, I decided stay in ZBrush and use the ZRemesher tool. I use this along with the Remesh brush and the Project tool; this combination gives a mesh with good topology and I don't lose any of the forms created on DynaMesh model. I find it much easier to work with the SubTools renamed according to material type, e.g. metal, rubber, and cloth. This is good preparation for the rendering and texturing stages.

拓?fù)浜妥藨B(tài)

一旦我的基本模型準(zhǔn)備好了,現(xiàn)在就是創(chuàng)建一個(gè)清晰拓?fù)涞臅r(shí)候了.。為了做到這一點(diǎn),我通常使用3DCoat,這是一個(gè)偉大的程序,一個(gè)更準(zhǔn)確的拓?fù)洹?然而,因?yàn)镃ocohell是一個(gè)快速雕刻,我決定留在ZBrush,使用ZRemesher工具。 我使用它和Remesh畫(huà)筆和項(xiàng)目工具; 這種組合給出了具有良好拓?fù)涞木W(wǎng)格,并且我不會(huì)失去在DynaMesh模型上創(chuàng)建的任何形式。 我發(fā)現(xiàn)它更容易工作SubTools根據(jù)材料類(lèi)型重命名,例如。 金屬,橡膠和布。 這是渲染和紋理階段的良好準(zhǔn)備。

I decided to go with a simple, but also dynamic, pose; for this I really enjoy working with Transpose Master. Once you have a clear and basic topology, it is really quick to select your own PolyGroup, to mask it and to use the Transpose line like a joint.

我決定做一個(gè)簡(jiǎn)單的,但也是動(dòng)態(tài)的姿勢(shì); 對(duì)于這個(gè)我真的很喜歡使用轉(zhuǎn)置碩士。 一旦你有一個(gè)清晰和基本的拓?fù),它是快速的,選擇自己的面具和PolyGroup,使用轉(zhuǎn)置線接頭。

Secondary form

This is a really intense step, but I love it! This is where I begin to create the secondary forms, and focusing on the details ? this helps to add personality to my creature. I spend quite a lot of time to creating and selecting my alphas, this is a great resource to change a neutral shape on a specific material.

輔助形式

這是一個(gè)非常緊張的一步,但我喜歡它! 這是我開(kāi)始創(chuàng)建輔助形式,并專(zhuān)注于細(xì)節(jié)? 這有助于為我的生物添加個(gè)性。 我花了很多時(shí)間來(lái)創(chuàng)建和選擇我的alphas,這是一個(gè)偉大的資源,以改變中性形狀在一個(gè)特定的材料。

Texture

I try to find high resolutions reference images during the concept stage, they can be very useful with this part of my process. I started with a basic texture to define the material, then I selected some interesting parts from other images. I have worked hard, paying a great deal of attention to the brush setup in order to make a chromatic variation. The Cavity Mask is great for giving a remarkable result to the sculpted details.

紋理

我試圖找到高分辨率的參考圖像在概念階段,他們可以是非常有用的我制作過(guò)程的一部分。。我開(kāi)始用一個(gè)基本紋理來(lái)定義材質(zhì),然后我從其他圖像中選擇了一些有趣的部分.。我努力工作,付出了很大的重視畫(huà)筆設(shè)置,以使色彩變化。腔面罩非常適合給雕刻的細(xì)節(jié)帶來(lái)驚人的效果。

Render and compositing

My creature is ready to be imported in KeyShot. I spend a lot of time finding an interesting angle and camera setup. The second step is the lighting, I have created good base materials that have a good reaction to light variation, and I used the Human Skin material with a neutral gray color and a low transparency. I then focused on the environment, I used the HDRi (from my reference images) as the basis for the ambient light, and I also added a couple of rim lights.

渲染和合成

我的生物準(zhǔn)備好在KeyShot中導(dǎo)入。 我花了很多時(shí)間找到一個(gè)有趣的角度和相機(jī)設(shè)置。 第二步是照明,我已經(jīng)創(chuàng)造了良好的基礎(chǔ)材料,對(duì)光變化有良好的反應(yīng),我使用人類(lèi)皮膚材料,中性灰色和低透明度。 然后我專(zhuān)注于環(huán)境,我使用HDRi(從我的參考圖像)作為環(huán)境光的基礎(chǔ),我還加了幾圈燈。

Now I can create the materials, KeyShot has a great material library, although I approved a small variation to the specularity and texture map set up. When I have done my render passes, it's time to merge all on Photoshop in a simple compositing, in order to correct the color and work on the final details.

現(xiàn)在我可以創(chuàng)建材質(zhì)了,KeyShot有一個(gè)偉大的材質(zhì)庫(kù),雖然我批準(zhǔn)了一個(gè)小的變化,對(duì)鏡面性和紋理貼圖設(shè)置。 當(dāng)我做了我的渲染通行證,是時(shí)候合并所有,在Photoshop中一個(gè)簡(jiǎn)單的合成,以糾正顏色和工作的最終細(xì)節(jié)。

Cocohell is the result of several days experimenting with new techniques, and I would like to thank all the artist who inspire me every day!

Cocohell是幾天試驗(yàn)新技術(shù)的結(jié)果,我要感謝每天啟發(fā)我的所有藝術(shù)家!



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2839921676

老vip

有趣的教程 謝謝 我喜歡

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17年1月15日

837073845

837073845

老vip

超炫酷
專(zhuān)注做點(diǎn)東西,至少對(duì)得住光陰歲月。 -837073845

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17年1月13日

zhangyuehong

zhangyuehong

普通會(huì)員

看的我要流口水了

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17年1月13日

q12451392

q12451392

老vip

教程很好
我想我會(huì)做到最好的. -q12451392

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17年1月13日

niu2008

niu2008

普通會(huì)員

好棒

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17年1月13日

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