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沙漠賽車——第1部分

maya版mentalray教程 觀看預(yù)覽

maya版mentalray教程

包含5節(jié)視頻教程
關(guān)注6.2萬

maya版本的mentalray是最早集成上的,他和maya軟件的兼容性是其他軟件無法比擬的,在高級渲染的地位是不可動搖的,來吧,快來了解到他的全部技術(shù)吧

關(guān)閉

在這個項目中,我們將介紹制作和使用概念設(shè)計的過程.。從那里我們將經(jīng)歷的思想背后是什么,使一個良好的設(shè)計和迭代過程。當(dāng)制作一個概念片時,重要的是它是可信的和物理上是合理的,所以這將通知什么樣的設(shè)計元素保持和刪除。當(dāng)涉及到未來的技術(shù),這些邊界可能會有所推動,因為我們可能發(fā)明了新的解決方案,在未來的老問題-這使得設(shè)計這樣的項目很多樂趣!

In this project we will cover the process of making and using concept designs. From there we will go through the thoughts behind what makes a good design and the process of iteration. When making a concept piece, it's important that it is believable and physically plausible, so this will inform what design elements to keep and what to remove. These boundaries may be pushed somewhat when it comes to futuristic technology, as we may have invented new solutions to old problems in the future - this makes designing such projects a lot of fun!

For those who are beginners to Maya I will provide exact blueprints for the model we will be making for you to follow as I make it, although I encourage more advanced users to evolve this or even try make your own design. Not only is it good practice for you to make these decisions about your own concept art, but also if you are intending to use the models you make in tutorials in a portfolio online your content will look more original.

對于那些Maya初學(xué)者我將提供準(zhǔn)確的藍(lán)圖的模型,你可以跟著我做,雖然我鼓勵更多的高級用戶進化,甚至嘗試自己的設(shè)計。對于你自己的概念藝術(shù)來說,這不僅是一個很好的練習(xí),而且如果你打算使用在線制作教程中的模型,你的內(nèi)容看起來更原創(chuàng)。

At the least if you are just reading along I hope you will gain some tips. After we analyze the concept design I will get straight into some simple and effective polygon modeling techniques where we will look at using the image planes provided as a guide, and produce a lovely well thought out futuristic desert racer by the end.

至少,如果你只是閱讀沿我希望你會得到一些提示。我們經(jīng)過分析,概念設(shè)計,我將馬上進入一些簡單有效的多邊形建模技術(shù),我們將使用作為指南提供的圖像平面,并產(chǎn)生一個可愛的,周到的未來派沙漠賽車。

Step 01

Initial concept art: Good concept artists are hard to find and Matt Tkocz is as good as they get! I was lucky enough to be provided with these fantastic images to evolve my design upon. I really liked Matt's design as illustrated here, but I was really inspired by his multitudes of previous sketches, which put the idea in my head of a more angular off-road type desert racer. As you can see, part of being a great concept artist is putting so many good ideas down, and scanning through his images I decided upon three elements I like most: nice hard edges, futuristic wheels, and a high suspension.

步驟01

初始概念藝術(shù):好概念藝術(shù)家很難找到,馬特Tkocz是非常好的! 我很幸運能夠提供這些夢幻般的圖像,以演變我的設(shè)計。 我真的很喜歡Matt的設(shè)計,如圖所示,但我真的靈感來自他的許多以前的草圖,這把我的想法在一個更有角度的越野型沙漠賽車手。 你可以看到,作為一個偉大的概念藝術(shù)家的一部分是把這么多好的想法收集下來,掃描通過他的圖像,我決定了我最喜歡的三個要素:好的硬邊緣,未來派的輪子和高懸浮。

Step 02

Evolving the design: Inspired by Matt's designs, I drew up these initial concepts which borrow from the features of each of the three selections. Considering the vehicle is going to be a futuristic desert racer, I think it'll be higher off the ground for unstable terrain, with unusual chunky wheels. The wheels will be the selling point which makes this vehicle look futuristic, rather than the entire vehicle looking too far into the future. In the final design, I've decided to lose the large side fenders and make the front a bit more sleek and sporty, with the hot red flowing from front to fender. This will add interest and extend the angular forms along the body.

步驟02

不斷發(fā)展的設(shè)計:由Matt的設(shè)計啟發(fā),我繪制了這些最初的概念,借用從三個選擇的每一個的特點。 考慮到車輛將是一個未來派的沙漠賽車手,我認(rèn)為它會更高的地面不穩(wěn)定的地形,有不尋常的chunky輪子。 車輪將是使這輛車看起來未來的賣點,而不是整個車輛看起來太遠(yuǎn)的未來。 在最后的設(shè)計中,我決定放棄大型側(cè)擋泥板,使前面更光滑和運動,從前面的紅色流動到擋泥板。 這將增加興趣和沿著身體延伸角形式。

Step 03

Setting up: The first thing I always do is set up a new project under File > Project Window > New. Next, import the images planes provided, then go to Maya > Preferences > Settings and change the size from centimeters to feet. Now each square on your grid will be one foot, so you can resize the image planes to be approximately 10 feet long using the grid. This will be effective when rendering using physically based materials, as scale is very important. I always start by placing a cube, extending it, and then using the Insert Edge Loop tool to add some more geometry so I can manipulate the shape to fit the image planes.

步驟03

設(shè)置:我做的第一件事是在File> Project Window> New下設(shè)置一個新項目。 接下來,導(dǎo)入提供的圖像平面,然后轉(zhuǎn)到Maya>首選項>設(shè)置,并將大小從厘米更改為英尺。 現(xiàn)在你的網(wǎng)格上的每個方塊都是一英尺,所以你可以調(diào)整圖像平面大約10英尺長使用網(wǎng)格。 當(dāng)使用基于物理的材料進行渲染時,這將是有效的,因為尺度是非常重要的。 我總是從放置一個立方體,擴展它,然后使用插入邊緣循環(huán)工具添加一些更多的幾何,所以我可以操縱的形狀,以適應(yīng)圖像平面。

Step 04

The bonnet: To start on the bonnet, I drop a cube into the top view to form the general shape from above. I then switch to the side and front to manipulate the vertex point to fit the drawing closely. I only make one side at a time, then use Mesh > Mirror Geometry to ensure perfect symmetry.

As this is a concept piece, I'm not going to get too hung up on exacting the geometry to fit the image as it is simply not necessary. As always, concept drawings will never give you every piece of information. Some nice design attributes can often happen on the fly, so we shall go with our gut and solve problems as they arise.

步驟04

發(fā)動機罩:從發(fā)動機蓋開始,我把一個立方體放入頂視圖,形成從上面的一般形狀。 然后我切換到側(cè)面和前面來操縱頂點以適應(yīng)繪圖。 我一次只做一邊,然后使用網(wǎng)格>鏡像幾何,以確保完美的對稱性。

因為這是一個概念,我不會太過于匆匆忙忙的幾何來適應(yīng)圖像,因為根本沒有必要。 和往常一樣,概念圖不會給你每一條信息。 一些好的設(shè)計屬性通?梢栽陲w行中發(fā)生,所以我們將與我們的直覺一起去解決問題。

Step 05

The roof geometry: To contrast the sharp angles of the front, I want to make the back of the vehicle a smooth rounded shape. To do the roof, I start with a plane and make the top shape first. From there I can make some depth by using the Extrude tool on the edges. Similarly we will extrude the outer edges and drag them downward to make the walls of the cockpit. It's a good idea to flip between views when pulling vertices so you don't lose the basic geometry. When you are happy with the basic shape, you can then add more edge loops and tweak the shape to fit the drawings more exactly.

步驟05

屋頂幾何形狀:為了對比前面的銳角,我想使車輛的后部形成光滑的圓形。 為了做屋頂,我從一個平面開始,首先做出頂部形狀。 從那里,我可以通過使用擠壓工具在邊緣做一些深度。 類似地,我們將擠出外邊緣并將它們向下拖動以形成駕駛艙的壁。 在拉取頂點時,在視圖之間進行切換是一個好主意,因此不會丟失基本幾何。 當(dāng)您對基本形狀感到滿意時,您可以添加更多邊緣環(huán)并調(diào)整形狀以更準(zhǔn)確地適應(yīng)繪圖。

Step 06

The base and trims: Here we will look at the cockpit base and making a trim from that. Initially I start on the side, as it's the most important element of this piece to get right. By adding more edge loops and correcting the flow of geometry, I can then move to the top view and align the rounded back shape with the roof.

A nice way of adding elements like the trim is to use existing polygons. By using the Edit Mesh > Duplicate Faces tool, we can then generate a perfectly fitting piece to extrude the depth of the trim from. As I go, I add edge loops tightly along the edges of the piece, so it holds a nice shape when smoothened.

步驟06

底座和內(nèi)飾:在這里,我們將看到駕駛艙底座,并從中做出一個修剪。 最初我開始在一邊,因為它是這一塊的最重要的元素,得到正確的。 通過添加更多的邊緣環(huán)并修正幾何的流動,我可以移動到頂視圖,并將圓形的背部形狀與屋頂對齊。

添加元素(如修剪)的一個好方法是使用現(xiàn)有的多邊形。 通過使用“編輯網(wǎng)格”>“重復(fù)面”工具,我們可以生成一個完美適合的部分,從中拉出修剪的深度。我添加邊緣循環(huán)緊緊地沿著該片的邊緣,所以它保持一個很好的形狀。

Step 07

The rear spoiler: To start the rear spoiler, I place a cube into the top image plane. I then generate the spoiler's shape from there by adding edge loops and deleting the faces to make an "L" shape. Then I select the vertices on the end, move to the side, and rotate them to get the tilt angle. By adding an edge loop at the end and selecting the face at the top, I can then extrude that face upward to build the wall of the spoiler, and then continue that across the middle to the center.

Flipping underneath, we can do the same by using an extruded face to create the support for the spoiler. Finally, to tidy it up, add some edge loops along the edges and check it in the Smooth Mesh Preview (hit the '3' key).

步驟07

后擾流板:要啟動后擾流板,我將一個立方體放在頂部圖像平面。 然后我從那里通過添加邊緣循環(huán)和刪除面,以形成“L”形狀生成擾流器的形狀。 然后我選擇頂端的頂點,移動到側(cè)面,并旋轉(zhuǎn)它們以獲得傾斜角。 通過在末端添加邊緣環(huán)并在頂部選擇面,我可以向上擠出該面以構(gòu)建擾流器的壁,然后繼續(xù)穿過中間到中心。

翻轉(zhuǎn)下面,我們可以通過使用擠壓面來創(chuàng)建對擾流板的支撐。 最后,為了整理它,沿著邊緣添加一些邊緣循環(huán),并在平滑網(wǎng)格預(yù)覽中檢查它(點擊“3”鍵)。

Step 08

Axle preparation: Here we look at how the rear wheel axles connect to the base of the vehicle, and detailing the base. Firstly, select the faces of the base and delete them to make space for the cylinder. It's very important that the edges of the deleted faces match the amount of edges on the cylinder. A useful tool for counting the edges is under Display > Heads Up Display > Polycount. You can select the faces, geometry as a whole, or just the edges, and this will display the data on the viewport. While we're working on the base, it's a good time to select the faces along the length and extrude them inward to create some contour lines.

步驟08

軸準(zhǔn)備:在這里我們看看后輪軸如何連接到車輛的基座,并詳細(xì)描述基座。 首先,選擇基準(zhǔn)面并刪除它們,以為圓柱體留出空間。 非常重要的是,刪除的面的邊緣與圓柱體上的邊緣的數(shù)量相匹配。 一個用于計算邊緣的有用工具是顯示>抬頭顯示>多頭計數(shù)。 您可以選擇面,幾何作為整體,或只選擇邊,這將在視口上顯示數(shù)據(jù)。 當(dāng)我們在基地上工作時,這是一個好時機,選擇沿長度的面,并擠出它們向內(nèi)創(chuàng)建一些等高線。

Step 09

Rear axle struts: Next we will create the rear legs that attach the wheels to the base. The first thing I do is place an 8-sided cylinder and an 8-sided cube in position before deleting the faces that face each other. Before we can bridge them, we must select both pieces and combine them (Mesh > Combine).

Next, select the edges and bridge the two pieces. This process is repeated at the opposite end, except the cylinder will join by splitting it in half and joining the cube end to the halved cylinder.

Lastly, to add some interest to this piece, I select the front faces, extrude them inward and separate the faces. By adding some edge depth and inserting some edge loops, this creates a nice feature when smoothened.

步驟09

后橋支柱:接下來,我們將創(chuàng)建將車輪連接到底座的后支腿。 我做的第一件事是在刪除面對面之前放置一個8面圓柱體和一個8面立方體。 在我們可以橋接它們之前,我們必須選擇兩個片段并組合它們(網(wǎng)格>組合)。

接下來,選擇邊緣并橋接兩個部分。 該過程在相對端重復(fù),除了氣缸將通過將其分成兩半并將立方體末端連接到半圓筒而連接。

最后,為了增加這件作品的興趣,我選擇正面,擠出他們內(nèi)部和分離的面孔。 通過添加一些邊緣深度和插入一些邊緣循環(huán),這將創(chuàng)建一個很好的功能。

Step 10

Front axle and suspension: Using the image planes as a placement guide, I quickly drop in the basic shapes of the arms and disc shape to connect the wheel. We can start the suspension piece by making a simple 8-sided cylinder and extracting the geometry in various places to give it some interest.

Go to Create > Polygons > Helix to make a spring shape. (This can take a bit of trial and error to get exact, so I've supplied this in the assets folder.) Where the joints meet the base, I have deleted the faces and extruded the edges into the center of the shell.

步驟10

前軸和懸架:使用圖像平面作為放置指南,我迅速下降臂的基本形狀和圓盤形狀以連接車輪。 我們可以通過制作一個簡單的8面圓柱體和提取幾何在各個地方開始懸掛件,給它一些興趣。

轉(zhuǎn)到創(chuàng)建>多邊形>螺旋,使彈簧形狀。 (這可能需要一些試驗和錯誤得到確切的,所以我已經(jīng)提供了這個在資源文件夾。)當(dāng)接頭滿足基地,我已刪除的面,擠壓邊緣到殼的中心。

Step 11

Starting the interior: I want the interior to be a reflection of the exterior by using angular shapes and sloping lines. I have supplied image planes for you to make this seat. Like before, we start with the side and shape a cube to fit the profile image. Next, moving to the front view, add an edge loop so you can push the faces back into the seat, giving it depth. As you can see, again I'm only making half, and then mirroring it across when I'm happy with the shape. Finally, we can use our trusty Extrude tool to make some nice sloped contour lines.

步驟11

啟動內(nèi)部:我想通過使用有角度的形狀和傾斜的線條,使室內(nèi)成為外部的反射。 我已經(jīng)提供圖像飛機為你做這個座位。 像以前一樣,我們從側(cè)面開始,并塑造一個立方體以適合輪廓圖像。 接下來,移動到前視圖,添加一個邊緣循環(huán),以便你可以將面部推回到座位,給它的深度。 正如你可以看到,我只是做一半,然后鏡像它,當(dāng)我高興的形狀。 最后,我們可以使用我們的可靠擠壓工具,使一些很好的斜坡輪廓線。

Step 12

Steering wheel: To start the steering wheel we will create a polygon pipe object. By deleting the segments across the top and removing the edge loops on the side, we can get this shape. Then we want to place a piece of shaped geometry into the center, and combine and bridge it to the beams extruded from the outer rim.

The background base piece is made the same way, by starting with a polygon pipe. I will also add some geometry to this segment and insert two cylinders to create buttons or dials. Last we can add some grips by selecting the faces along the wheel rim and extruding them outward. We can add more edge loops where needed to make the edges a bit harder.

步驟12

方向盤:要啟動方向盤,我們將創(chuàng)建一個多邊形管道對象。 通過刪除頂部的段并刪除邊上的邊緣循環(huán),我們可以得到這個形狀。 然后,我們要將一個形狀的幾何體放入中心,并將其結(jié)合并橋接到從外邊緣擠出的梁。

背景基礎(chǔ)片以相同的方式,從多邊形管開始。 我還將添加一些幾何體到這個段,并插入兩個圓柱,以創(chuàng)建按鈕或撥號。 最后,我們可以通過選擇沿輪緣的面并向外擠出來添加一些夾點。 我們可以在需要的地方添加更多的邊緣循環(huán),使邊緣更堅硬。

Step 13

Making the wheels: Rather than make the entire wheel in one piece, I'm going to make one segment and duplicate it. To start, we need to make a cylinder that's 24 segments around, with 6 divisions along the top face. Then split a slice that's 4 segments across (pictured, shaped like a wedge of pie) and delete the rest. With this slice I will adjust the vertices into an interesting design.

Next go to the Rotate tool, press the 'D' key, and pull the point of rotation to the tip of the slice (which will be the center of the wheel). To duplicate and rotate, go to Edit > Duplicate > Duplicate Special. Use a rotation value of 60, set the number of copies to 5, and press Apply. Then select all of the pieces and combine them. To merge the vertices, go to Edit Mesh > Merge. Add depth to the wheel by extruding the edges.

步驟13

制作車輪:不是把整個車輪做成一個整體,我要做一個段,并復(fù)制它。 首先,我們需要制作一個24段的圓柱體,沿著頂面有6個分段。 然后分割一個切片,其中有4個片段(如圖所示,形狀像一個楔形餅),并刪除其余部分。 使用這個切片我將調(diào)整頂點到一個有趣的設(shè)計。

然后轉(zhuǎn)到旋轉(zhuǎn)工具,按'D'鍵,并將旋轉(zhuǎn)點拉到切片的尖端(這將是車輪的中心)。 要復(fù)制和旋轉(zhuǎn),請轉(zhuǎn)到編輯>復(fù)制>復(fù)制特殊。 使用旋轉(zhuǎn)值60,將份數(shù)設(shè)置為5,然后按應(yīng)用。 然后選擇所有的片段并組合它們。 要合并頂點,請轉(zhuǎn)到編輯網(wǎng)格>合并。 通過擠壓邊緣來增加輪子的深度。

Step 14

Futuristic off-road tires: To make a tire, I start with a cylinder that's 42 segments around and 5 segments across the width. I want to make the tire look as if it has a rubber layer which is clipped on around the base of the structure; I do this by selecting a pattern of faces and extruding them out.

For the parts that come over the alloy, I make a small extrusion border inward, and separate off the pieces. We will make these different materials later. To keep the tire soft, but still have definition, I insert some edge loops - make sure to press the '3' key to check how your wheel looks. I would suggest duplicating the basic tire geometry before you experiment with extrusion designs, so you have a back up.

步驟14

未來的越野輪胎:為了制造一個輪胎,我從一個圓柱體開始,有42段,寬度為5段。 我想讓輪胎看起來好像它有一個橡膠層被夾在結(jié)構(gòu)的基座周圍; 我這樣做是通過選擇一個面孔和擠出它們的模式。

對于來自合金的零件,我向內(nèi)做一個小擠壓邊框,并分離出零件。 我們將在以后制作這些不同的材料。 為了保持輪胎柔軟,但仍然有定義,我插入一些邊緣循環(huán) - 確保按'3'鍵檢查你的車輪的外觀。 我建議在實驗擠壓設(shè)計之前復(fù)制基本的輪胎幾何形狀,所以你有一個備份。

Step 15

Slick headlamps: Rather than try to make the headlamp in place, it's easier to make it as a rectangular block first, and then extrude that shape inward to reveal the bulb. Take this shape and position it near the front of the vehicle, then go to the Animation menu and select Create Deformer > Lattice. You can change the amount of lattice points in the Attribute Editor, but I think a simple 4-point lattice will work best. By right-clicking, you can 'Select Lattice Points' and start to pull the shape of the light into the socket to fit.

To make the glass for the front of the headlamp, I duplicate the back face of the headlamp and bring it onto the front of the headlamp. This way the glass will be the exact shape to fit.

步驟15

光滑的大燈:不是試圖使頭燈就位,它更容易做成一個矩形塊,然后向內(nèi)擠壓這個形狀,以顯露燈泡。 采取這種形狀,并將其放置在車輛前部附近,然后轉(zhuǎn)到動畫菜單,選擇創(chuàng)建變形器>點陣。 您可以在“屬性編輯器”中更改網(wǎng)格點的數(shù)量,但我認(rèn)為一個簡單的4點網(wǎng)格效果最好。 通過右鍵單擊,您可以選擇格點,并開始將光的形狀拉入套接字適合。

為了制造前大燈前部的玻璃,我復(fù)制前大燈的后面,并把它放在前大燈的前面。 這樣,玻璃將是適合的確切形狀。

Step 16

Making a badge: To make an object from curves, or to import custom text, Adobe Illustrator is a very useful tool to have. If you don't have Illustrator, you can now get the CS2 version from Adobe for free: www.helpx.adobe.com/creative-suite/kb/cs2-product-downloads.html.

You can make curves using Illustrator's Pen tool to draw around the design, and then save the curves as an Illustrator 8 file (this format works with most versions of Maya).

Back in Maya, go to Create > Illustrator Object > Advanced Settings and check 'Curves', then click Apply and navigate to your Illustrator file. By selecting each curve part at a time, go to the Surfaces menu and click Surfaces > Bevel Plus.

Next you can use a lattice deformer to bend the entire object to fit sloped surfaces if needed. A quick way to UV objects like this is to go to Create UVs > Based on camera.

步驟16

制作徽章:要從曲線創(chuàng)建對象,或?qū)胱远x文本,Adobe Illustrator是一個非常有用的工具。 如果您沒有Illustrator,現(xiàn)在可以從Adobe免費獲得CS2版本:www.helpx.adobe.com/creative-suite/kb/cs2-product-downloads.html。

您可以使用Illustrator的鋼筆工具繪制曲線以繪制設(shè)計,然后將曲線保存為Illustrator 8文件(此格式適用于大多數(shù)Maya版本)。

回到Maya,轉(zhuǎn)到創(chuàng)建> Illustrator對象>高級設(shè)置并選中“曲線”,然后單擊應(yīng)用并導(dǎo)航到您的Illustrator文件。 通過一次選擇每個曲線部分,轉(zhuǎn)到Surfaces菜單,然后單擊Surfaces> Bevel Plus。

接下來,您可以使用網(wǎng)格變形器來彎曲整個物體,以適應(yīng)傾斜的表面。 這種UV對象的快速方法是去創(chuàng)建UVs>基于相機。

Top tip: Context

Especially when designing futuristic or fantastical objects, it is important to contextualize your piece. By this, I mean placing something in the scene that a viewer will be familiar with in some way. This can help your audience connect with the piece, making it more believable, and can also give reference to scale and material.

頂部提示:上下文

特別是當(dāng)設(shè)計未來的或幻想的對象時,重要的是背景化您的作品。 通過這個,我的意思是將某物放在場景中,觀眾會以某種方式熟悉。 這可以幫助您的觀眾與該作品連接,使其更可信,并且還可以參考比例和材料。


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老vip

好教程 我喜歡 謝謝

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17年1月20日

liqian

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普通會員

感謝樓主

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17年1月20日

皇帝

皇帝

普通會員

非常強大

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17年1月20日

tuyabao

tuyabao

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好材料

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17年1月20日

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