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2015年6月畫廊獎獲得者Khaled Alkayed分享了他如何使用Maya和Photoshop制作勞斯萊斯

June 2015 Gallery Award Winner Khaled Alkayed shares how he made his winning Rolls Royce using Maya and Photoshop

In this tutorial I will explain the process behind my latest artwork Rolls Royce and will focus on the main steps taken in every stage of the work: concept, modeling, UV, texturing, environment, lighting, rendering and compositing.

在本教程中,我將解釋我最新的作品勞斯萊斯背后的過程,并將重點介紹在工作的每個階段采取的主要步驟:概念,建模,UV,紋理,環(huán)境,照明,渲染和合成。

Idea

The idea came when I was watching movies like Death Race and Mad Max. They gave me the urge to do something similar so I started with Maybach Exelero then Ferrari Enzo and finished here with Rolls Royce. In the beginning my goal was to work in a unique way that distinguished my work from others, which led me to spend quite a bit of time thinking and trying to come up with stranger and better ideas than anything that I've ever seen.

理念

這個想法來了,當我在看電影死亡競賽和瘋狂的麥克斯。 他們給了我做類似的事情的沖動。在一開始,我的目標是以一種獨特的方式工作,使我的工作與其他人區(qū)分開來,這導致我花了相當多的時間思考,試圖想出比我見過的任何都好的想法。

Modeling (Main Shape)

Before I began modeling, I collected lots of images and references for the car; I found blueprints from Blue Print Box and The Blue Prints. To build the main shape accurately, I started in Maya and used Polygon Primitives to model a simple shape (lowpoly) then continued to the details of the car.

建模(主要形狀)

在我開始建模之前,我收集了許多圖像和參考的汽車; 我發(fā)現了藍色打印盒和藍色打印的藍圖。 為了準確地構建主要形狀,我開始在Maya并使用Polygon Primitives來建模一個簡單的形狀(lowpoly),然后繼續(xù)到車的細節(jié)。

Modeling (Additions and modifications)

I also collected lots of references for what I wanted to add and modify on the vehicle like the weapons, rockets, wheels, shields and doors. Some sites I used to find things are Prime Portal and Tactical Vehicles News. I worked on every model separately and when it was finished I added it to the main body.

建模(增加和修改)

我還收集了很多關于我想在車輛上添加和修改的參考,如武器,火箭,輪子,盾牌和門。 我曾經找到的東西的一些網站是Prime Portal和Tactical Vehicle News。 我分別處理每個模型,當它完成后,我把它添加到主體。

UV Mapping

I use XrayUnwrap plugin because it's a good way to speed up your work in pipeline for UV Mapping. I worked on every part separately as this makes the texturing stage easier for me. Once I was done with unwrapping I applied the checker pattern shader to make sure the UVs were set correctly and look for problems.

UV映射

我使用XrayUnwrap插件,因為它是一個很好的方式來加快你的工作在管道中的UV映射。 我分別處理每個部分,因為這使我的紋理階段更容易。 一做了一次詳細展開,我應用檢查器模式著色器,以確保UVs設置正確,并尋找問題。

Texturing

After I finished the UV Mapping I looked for reference materials to use, such as rusty cars, rusty bulldozer, weapons etc. I found quite a lot of masks and texture from CG Textures. I added the textures solely using Photoshop.

紋理

在我完成UV映射后,我尋找參考材料使用,如生銹的汽車,生銹的推土機,武器等。我發(fā)現了很多面具和紋理從CG紋理。 我只使用Photoshop添加紋理。

Environment

There are many ways to add environments or backgrounds to your work; you can use an HDRi, a 3D environment, or a combination of both. However, since I didn't have time to work on a 3D environment I chose to use an HDRi and looked for the best image for the car. I chose industrial environment that has a big street which was what I wanted.

環(huán)境

有很多方法可以為您的工作添加環(huán)境或背景; 您可以使用HDRi,3D環(huán)境或兩者的組合。 然而,由于我沒有時間在3D環(huán)境下工作,我選擇使用HDRi,并尋找汽車的最好的圖像。 我選擇了有一條大街的工業(yè)環(huán)境,這是我想要的。

After importing the image to perspective view port in Maya, I made a 3D street exactly like the image and I set the perspective and settings of the camera correctly to match it. I didn't want to render the street as it is in the image so I used VRay to render the shadows and reflections on it, to do that I used VRayMtlWrapper material.

將圖像導入Maya中的透視圖端口后,我做了一個完全像圖像的3D街道,我正確設置了相機的透視和設置以匹配它。 我不想渲染的街道,因為它是在圖像中,所以我使用VRay渲染陰影和反射對它,做我使用VRayMtlWrapper材料。

Lighting

I used two invisible lights in the whole scene, VRay Dome Light for global lighting and VRay Area Light for sunlight.

燈光

我在整個場景中使用了兩個隱形燈,VRay Dome Light用于全景照明,VRay Area Light用于陽光。

Rendering

I use simple render settings. I set a big resolution of 5000 pixels across, set the AA filter type to Area (under Image Sampler), and set the Color Mapping type to Exponential. Under GI, I select Irradiance Map and Light Cache, and under Render Elements I select ZDepth and Material ID passes.

呈現

我使用簡單的渲染設置。 我設置了5000像素的大分辨率,將AA濾鏡類型設置為區(qū)域(在圖像采樣器下),并將顏色映射類型設置為指數。 在GI下,我選擇輻照度圖和光緩存,并在渲染元素下選擇ZDepth和材料ID通過。

Final image front view

最后的圖象正面圖

Final image ? back view

最終的圖像?后視圖

Khaled's top tip

Always use Bevel Tool for sharp edges on your models, this will make model more realistic when rendering.

Khaled的頂尖

始終對模型上的銳邊使用斜角工具,這將使模型在渲染時更逼真。


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