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詳細(xì)講解次世代場景,以及如何在UDK中搭建,精細(xì)的建模。宏大的場景,經(jīng)過你的手也可以創(chuàng)造世界級高質(zhì)量游戲場景。還等什么。趕快來學(xué)習(xí)吧!
本教程將介紹應(yīng)用和修改材質(zhì)以及在KeyShot中照明場景的基本知識。 我將展示我使用的不同的材料和我創(chuàng)建的照明設(shè)置,來呈現(xiàn)我的形象-梅爾曼。
This tutorial will cover the basics of applying and modifying materials, and lighting a scene in KeyShot. I will show the different materials I have used and the lighting setup I have created to render my image Mer-Man.
From ZBrush, it is now very easy to send your finished model to KeyShot with the KeyShot bridge. Just go to the Render menu and in the External Renderer palette, click on the button KeyShot, then, do a BPR render to send your model automatically to KeyShot.
從ZBrush,現(xiàn)在很容易使用KeyShot橋?qū)⒛瓿傻哪P桶l(fā)送到KeyShot。 只需去渲染菜單,在外部渲染器調(diào)色板中,點(diǎn)擊按鈕KeyShot,然后,做一個BPR渲染,以自動發(fā)送你的模型到KeyShot。
You can see that KeyShot has imported your model perfectly, with its textures applied to it. On the right panel, you will find your model, with all its different SubTools, that can still be selected separately. On the top of this panel, you will find the different tabs where we will modify and create the Materials, Lighting and Cameras. On the left panel is the library where all the Materials, Colors, Environment maps and other textures are located.
你可以看到KeyShot已經(jīng)完美地導(dǎo)入了你的模型,其紋理應(yīng)用到它。 在右側(cè)面板上,您將找到您的模型及其所有不同的SubTools,它們?nèi)匀豢梢詥为?dú)選擇。 在此面板的頂部,您將找到我們將要修改并創(chuàng)建材質(zhì),照明和照相機(jī)的不同選項(xiàng)卡。 在左側(cè)面板上是所有材質(zhì),顏色,環(huán)境貼圖和其他紋理所在的庫。
To apply a material, simply choose one from the library and click and drag this material to the part of the model you want it to be applied. Alternatively, you can click and drag the material on the name of the SubTool (or on the group if you want all the SubTools to have the same material) on the right panel. Upon clicking on a material, KeyShot will remind you to Hold Alt if you want to retain the texture of your model. So if you want to change the material but keep the texture, hold ALT then click and drag the material to your mesh.
要應(yīng)用材質(zhì),只需從庫中選擇一個,然后單擊并將該材質(zhì)拖動到要應(yīng)用材質(zhì)的模型部分。 或者,您可以在右面板上單擊并拖動SubTool(或在組上,如果您希望所有SubTools具有相同的材料)的名稱上的材質(zhì)。 點(diǎn)擊某個材質(zhì)后,如果您想保留模型的紋理,KeyShot會提醒您按住Alt鍵。 因此,如果您想更改材質(zhì)但保留紋理,請按住ALT,然后單擊并將材質(zhì)拖動到您的網(wǎng)格。
To modify a material, double-click on the SubTool with the material you want to modify and the Material tab will open in the scene panel. Here you will find different parameters to modify its colors, specular, and so on. All the materials don't have the same parameters; in this example, this one has a subsurface property which you won't find on other materials such as metals.
要修改材質(zhì),雙擊要修改的材質(zhì)的SubTool,材質(zhì)選項(xiàng)卡將在場景面板中打開。 在這里你會找到不同的參數(shù)來修改其顏色,鏡面等等。 所有的材料沒有相同的參數(shù); 在這個例子中,這個有一個地下屬性,你不會找到其他材料,如金屬。
Still in the Material panel, next to the Properties tab, you will find the Textures, where you can change or add additional textures to your material. Not all the materials have the same texture slots, depending on their properties.
仍然在“材質(zhì)”面板中,在“屬性”選項(xiàng)卡旁邊,您將找到“紋理”,您可以在其中更改或向材質(zhì)添加其他紋理。 不是所有的材料具有相同的紋理槽,這取決于它們的性質(zhì)。
Here you can see my model with the main materials applied to each SubTool.
In the next chapter, I will show how I rendered the different passes that I then used in Photoshop to composite the final image.
在這里你可以看到我的模型,主要材料應(yīng)用到每個SubTool。
在下一章中,我將演示如何渲染不同的通道,然后我在Photoshop中使用它們來組合最終的圖像。
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