包含6節(jié)視頻教程
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這是目前為止最好的高級動畫教程,和暴雪美工一起學習制作星際爭霸片頭動畫,學習制作重金屬質感的三維動畫,做出酷酷的讓人震撼的動畫鏡頭。還等什么呢?
在本教程中,我將指導您完成使用Matt Tkocz概念藝術和粗略藍圖作為指南的未來派車輛建模過程。 我不會準確地跟蹤藍圖,但使用它們只是給出粗略的尺寸。 我將使用3ds Max來對車輛建模,但是相同的技術可以應用于所有其他建模包。 在本教程結束時,我們將有一個3D模型,可以使用Photoshop和Marmoset Toolbag 2解包,紋理和渲染。
In this tutorial I will guide you through the process of modeling a futuristic vehicle using concept art by Matt Tkocz and rough blueprints as a guide. I will not be following the blueprints precisely, but using them just to give rough dimensions. I will use 3ds Max to model the vehicle, but the same techniques can be applied to all other modeling packages out there. By the end of this tutorial, we will have a 3D model ready for unwrapping, texturing and rendering using Photoshop and Marmoset Toolbag 2.
With a fresh scene open in 3ds Max, place a plane in the left viewport and assign the left blueprint texture to it. (My blueprints are included with the resources for this tutorial.) Make sure the plane has no divisions and scale the plane to match the texture, using the plane's parameters to get a precise scale (I use 1.5m for the length and 4.0m for the width). These will only be rough guides for us, so I'm not going to be too precise.
Repeat the same process for the top and back blueprint texture, adding the planes to the corresponding viewport. When you've finished, you should have a 3-sided open cube consisting of the three blueprint textures.
在3ds Max中打開一個新場景,在左視口中放置一個平面,并為其分配左側藍圖紋理。 (我的藍圖包含在本教程的資源中。)確保平面沒有分割,并縮放平面以匹配紋理,使用平面的參數(shù)來獲得精確的刻度(我使用1.5米長度和4.0米 寬度)。 這些只是對我們粗略的指南,所以我不會太精確。
對頂部和后部藍圖紋理重復相同的過程,將平面添加到相應的視口。 當你完成后,你應該有一個3面的開放立方體組成的三個藍圖紋理。
Start in the top viewport and add a plane roughly the same size as the bonnet of the car. I like to have no subdivisions to start with, then add them in when needed. Because a car is a very symmetrical object, I only model one half, using the Symmetry modifier to flip the geometry to the other side. The mirrored half is then updated live when we edit the original half.
You can see I have added two subdivisions horizontally using the Connect Edges method. I add them one by one and then move the vertices to match the shape of the blueprint. I add four vertical subdivisions and move them into place, keeping in mind the topology of the geometry when moving the vertices, so it flows nicely and reduces the possibility of any kinks in the surface.
從頂部視口開始,添加一個與汽車發(fā)動機蓋大致相同的平面。 我喜歡沒有細分開始,然后在需要時添加它們。 因為汽車是一個非常對稱的對象,我只模型一半,使用對稱修改器將幾何體翻轉到另一邊。 當我們編輯原始的一半時,鏡像的一半被實時更新。
你可以看到我已經(jīng)使用連接邊緣方法水平添加了兩個細分。 我逐一添加它們,然后移動頂點以匹配藍圖的形狀。 我添加四個垂直細分并移動它們到位,記住移動頂點時的幾何的拓撲,所以它流動很好,減少表面中任何扭結的可能性。
So far we have only modeled the rough outline of the bonnet in the top viewport. Even though the shape is now correct from above, the mesh is completely flat when you look in the perspective viewport. To fix this we need to select each vertex in the top viewport and bring it down or up in the left viewport; if you stick to moving them up or down in the left viewport, you shouldn't stray away from the shape we modeled in the top viewport. This process can be tricky to master and you have to be patient with it! Keep checking all the viewports to make sure you are moving the vertices in the correct axis and not deviating from the bonnet shape. You should now start to see a more fleshed-out model.
到目前為止,我們只是在頂部視口中模擬了發(fā)動機罩的粗略輪廓。 即使形狀現(xiàn)在從上方是正確的,當您在透視視口中查看時,網(wǎng)格是完全平坦的。 要解決這個問題,我們需要選擇頂部視口中的每個頂點,并在左視口中將其向下或向上移動; 如果你堅持在左視口中向上或向下移動它們,你不應該偏離我們在頂部視口中建模的形狀。 這個過程可能是棘手的掌握,你必須耐心等待! 保持檢查所有視口,以確保您在正確的軸移動頂點,并且不偏離帽形。 你現(xiàn)在應該開始看到一個更富有的模型。
A useful tool for making planes (or any sort of 2D geometry) into 3D geometry is the Shell modifier. It acts as a sort of Extrude modifier but with some extra options. Apply the Shell modifier after the Symmetry modifier, and you'll see you have two main options: Inner Amount and Outer Amount. I change the Inner Amount to 0.03, as I don't want this asset to be too thick. I then apply a TurboSmooth modifier and set the iterations to 2, which makes the asset higher-poly and gives us nice smooth geometry which will look good in the final renders.
用于將平面(或任何2D幾何形狀)轉換為3D幾何形狀的有用工具是Shell修改器。 它作為一種Extrude修飾符,但有一些額外的選項。 在“對稱”修改器之后應用“外殼”修改器,您將看到兩個主要選項:內部數(shù)量和外部數(shù)量。 我將內部金額更改為0.03,因為我不希望這個資產(chǎn)太厚。 然后我應用TurboSmooth修改器,并將迭代設置為2,這使得資產(chǎn)更高聚,并給我們很好的平滑幾何,這將看起來好的最終渲染。
After applying the TurboSmooth modifier, you can see that it's done a good job at smoothing and rounding off the surfaces, but it comes at a price. Where we want creases and sharp points, it doesn't know that these areas need to be tighter. To fix the issue, you can chamfer the edges to create denser areas of geometry and give the modifier less opportunity to round off the corners. In this image, I have chamfered the pointed corner and the crease that runs along the bonnet from front to back. Depending on how tight you make the chamfer, you can get a nice crease or a tighter curve.
在應用TurboSmooth修改器之后,您可以看到它在平滑和四舍五入表面上做得很好,但是它有一個代價。 在我們想要的折痕和尖點,它不知道這些領域需要更緊。 要解決這個問題,您可以對邊緣進行倒角,以創(chuàng)建更密集的幾何圖形區(qū)域,并使修改器減少舍棄拐角的機會。 在這幅圖像中,我已經(jīng)斜切了尖角和沿著發(fā)動機罩從前到后的折痕。 根據(jù)你做倒角的緊迫程度,你可以得到一個好的折痕或更緊的曲線。
Using the same techniques as explained above, I continue to model the rest of the car. This part of the asset is a little more complicated in form, but the modeling principles are still the same. I cut in a door and add a crease so it looks like a separate object, also giving tight creases to the hood and the wheel arches. I'm not too worried about the underside of the car body just yet, as most of it will be covered by the interior and the undercarriage. Keep rotating around your asset and check how the light reflects over the surface - this will show up any surface defects that you need to smooth out to get a nice painted finish in the final renders. Try applying a shiny material to the asset to help with this.
使用與上述相同的技術,我繼續(xù)模型車的其余部分。 這部分資產(chǎn)在形式上有點復雜,但是建模原理仍然是一樣的。 我切開了門,添加了折痕,看起來像一個單獨的物體,也給發(fā)動機罩和輪拱緊張的折痕。 我還沒有太擔心車身的下面,因為它的大部分將被內部和底盤覆蓋。 繼續(xù)圍繞您的資產(chǎn)旋轉,并檢查光線如何在表面反射 - 這將顯示任何表面缺陷,您需要平滑,以在最終渲染中獲得一個很好的油漆完成。 嘗試對資產(chǎn)應用有光澤的材料以幫助這一點。
The inner wheel is created using a Tube primitive that is scaled to size using the primitive's options - no gizmo scaling. Once you're happy with the dimensions, make sure the wheel's amount of segments is smooth enough (I use 40).
Ring-select the segments and chamfer them into smaller sections that cut through the whole of the wheel. These smaller sections will eventually become the spokes of the wheel. Chamfer the edges of the Tube primitive to give the wheel smooth edges. I also extrude a small lip inside the inner part of the tube to add some extra detail.
Next, ring-select the smaller sections of the inner part of the tube (as shown in the image) and extrude until they're close enough to form a circle in the middle of the wheel. With the section still selected, I finish off the spokes by group-rotating them anti-clockwise so they skew slightly. This makes them a little more interesting than leaving them straight.
內輪是使用管原始元素創(chuàng)建的,該原始元素使用原始元素的選項縮放到任意大小 - 無需gizmo縮放。 一旦你對尺寸感到滿意,確保車輪的段數(shù)量足夠平滑(我使用40)。
環(huán)選擇段并將其倒角成更小的部分,切割整個輪。 這些較小的部分最終將成為輪的輪輻。 倒角管圖元的邊緣以給出輪平滑的邊緣。 我還擠出一個小唇在管的內部,以添加一些額外的細節(jié)。
接下來,選擇管內部較小的部分(如圖所示),然后擠壓直到它們足夠靠近以在輪中間形成一個圓。 在部分仍然選擇,我完成輪輻通過組逆時針旋轉它們,使他們輕微傾斜。 這使他們有點比讓他們直接有趣。
Tire treads can be quite complex pieces of geometry too, but can be done quickly using the right tools. Start by creating the shape of the tread using splines in the top viewport. Once you're happy with the shape, apply a Shell modifier to flesh out the geometry and collapse it to an Editable Poly. The mesh may require some tidying up, as geometry created from splines can have quite dirty topology. Apply a TurboSmooth modifier to test that the geometry tessellates correctly.
輪胎胎面也可以是相當復雜的幾何形狀,但可以使用正確的工具快速完成。 首先使用頂部視口中的樣條線創(chuàng)建胎面的形狀。 一旦你對形狀感到滿意,應用一個Shell修改器來填充幾何并將其折疊成一個可編輯的多邊形。 網(wǎng)格可能需要一些整理,因為從樣條創(chuàng)建的幾何體可能具有相當骯臟的拓撲。 應用TurboSmooth修改器來測試幾何鑲嵌正確。
To finish off the tire tread, fill in the gaps between the shapes and form an edge around them (shown in the image as the white geometry). Once you are happy with the shape, Instance Duplicate it and snap the bottom edge to the top edge of the old object (shown in the image as the green object). With the center vertices snapped together, start snapping the vertices of the old object to the bottom of the new object. This will create a perfectly tileable object that can be duplicated many times and not have any gaps. We will have to duplicate this enough times to get a suitable amount onto the circumference of the tire. I duplicate it so I have 48 in a row.
要完成輪胎胎面,填充形狀之間的間隙,并在其周圍形成一個邊緣(在圖像中顯示為白色幾何)。 一旦你對形狀感到滿意,實例復制它,并將底部邊緣對齊到舊對象的頂部邊緣(在圖像中顯示為綠色對象)。 將中心頂點對齊在一起,開始將舊對象的頂點對齊到新對象的底部。 這將創(chuàng)建一個完美的tileable對象,可以復制多次,沒有任何差距。 我們必須復制足夠的時間以在輪胎的圓周上獲得合適的量。 我復制它所以我有48連續(xù)。
The Bend modifier becomes a very useful tool in the completion of the tire. We want to not only put our flat row of tire tread into a circle, but it also needs to be slightly curved across its width. This would be extremely difficult to do by hand, but using the Bend modifier takes all the guesswork out of the process.
Add the first Bend modifier, which will be the slight curve of the tread. Change the Bend Axis to X and the Bend Angle to 290 degrees. The tire tread should now look like it's slightly wrapped around a cylinder. Then add the second Bend Modifier, which will create the circular wheel shape. Change the Bend Axis to Y and the Bend Angle to 370 degrees. This number completes the circle, depending on how many tread shape objects you created - just make sure the two ends join together. I also change the Bend Direction to -90 degrees, which ensures the tire tread is on the outside of the tire and not the inside!
彎曲改性劑成為輪胎完成中非常有用的工具。 我們不僅要把我們的平坦的輪胎胎面排成圓形,而且還需要在其寬度上稍微彎曲。 這將是非常困難的手工,但使用Bend修改器采取所有的猜測的過程。
添加第一個彎曲修改器,這將是胎面的輕微曲線。 將彎曲軸更改為X,將彎曲角更改為290度。 輪胎胎面現(xiàn)在看起來像是輕輕地包裹在圓筒上。 然后添加第二個彎曲修改器,這將創(chuàng)建圓形輪形狀。 將彎曲軸更改為Y,將彎曲角更改為370度。 這個數(shù)字完成了圓,這取決于你創(chuàng)建了多少個胎面形狀對象 - 只需確保兩端連接在一起。 我也將彎曲方向改變到-90度,這確保輪胎胎面在輪胎的外側,而不是內側!
Now we have the tread completed and forming a complete circle, so it's time to tidy up the outer edges by collapsing them together. Extrude the inner border so it meets the metal wheel rim that we created in Step 7. The wall of the tire will be quite flat now, but it needs to bulge because it's full of air. Ring-select the new edges from the extrude and connect them. Feel free to move the connect before committing, so your new edge is in the correct position to be pulled out slightly. Do this a couple more times to form a nice bulge to the wall of the tire. In the image you can see where I have created cuts. I also create an inner wheel cap to finish off the metal part of the wheel.
現(xiàn)在我們已經(jīng)完成了胎面和形成一個完整的圓,所以它的時間來整理外邊緣通過折疊他們在一起。 擠壓內邊界,使其符合我們在步驟7中創(chuàng)建的金屬輪輞。輪胎的輪胎現(xiàn)在將相當平坦,但它需要鼓起,因為它充滿空氣。 從拉伸中選擇新邊并連接它們。 在提交之前自由移動連接,所以你的新邊緣在正確的位置被輕輕拉出。 這樣做了幾次,以形成一個很好的凸起到輪胎的墻壁。 在圖像中,你可以看到我在哪里創(chuàng)建了剪切。 我還創(chuàng)造了一個內輪蓋完成了車輪的金屬部分。
Using the outer shell of the vehicle we previously created, I carve out a simple interior using the same modeling techniques as before, forming a dashboard and foot well. I also add a little curved detail along the door, forming a bit of an arm rest - this area won't be that visible so we can keep it to a minimum
To add a steering wheel, I create a Tube primitive and delete the top and bottom quarter of polygons. I then extrude four polygons into the center, intersecting them with another cylinder that forms the steering column. In order to add a little more detail to the body of the vehicle, I now create a petrol cap made from a very thin cylinder primitive, and add it.
使用我們以前創(chuàng)建的車輛的外殼,我使用與以前相同的建模技術,形成一個簡單的內部,形成儀表板和腳井。 我還沿門增加了一點彎曲的細節(jié),形成一個扶手 - 這個區(qū)域不會是可見的,所以我們可以保持它的最小
要添加方向盤,我創(chuàng)建一個Tube基元,并刪除多邊形的頂部和底部四分之一。 然后我將四個多邊形擠入中心,與形成轉向柱的另一個圓柱相交。 為了給車身添加更多的細節(jié),我現(xiàn)在創(chuàng)建一個由非常薄的圓柱原型制成的汽油帽,并添加它。
The suspension support is a simple cylinder that I have cut and extruded, forming a cap on the end for the spring to attach to. The suspension spring is actually a Dynamic Object that 3ds Max provides - I adjust the parameters so the spring coils around the support arm and has enough turns to look natural. I also adjust the thickness of the spring so it doesn't look too bulky but also doesn't look too thin and weak.
Because the suspension will stick through the wheel arch, we need to add a hole for it. Going back to the wheel arch, delete a polygon on the top and bottom sides of the shell and bridge them together to close the gaps. Chamfer the newly created edges to round off the hole (the TurboSmooth modifier will help do this too).
懸掛支架是一個簡單的圓筒,我已經(jīng)切割和擠壓,形成一個帽子在彈簧的一端附加到。 懸掛彈簧實際上是3ds Max提供的動態(tài)對象 - 我調整參數(shù),使彈簧繞在支撐臂上,并且有足夠的轉彎看起來自然。 我也調整彈簧的厚度,使它不看起來太笨重,但也不看起來太瘦弱。
因為懸架將穿過輪拱,我們需要為它添加一個洞。 回到輪拱,刪除外殼頂部和底部的多邊形,并將它們橋接在一起以封閉間隙。 倒角新創(chuàng)建的邊緣以使孔圓滑(TurboSmooth修改器也將幫助這樣做)。
I model in an undercarriage to complete the body of the vehicle, as one object that goes from rear to front. For the rear bumper I add a small lip just to give it some interesting shape, which also gave an area for the rear lights to be placed. The lights are just simple box primitives with a TurboSmooth modifier applied to round them off.
A spoiler is also added, again using a box primitive to start with, then cutting in new edges to form the shape and chamfering the edges to create points and tighter edges. The rearguard is a spline that's made renderable in the viewport with a cylindrical shape to it. I adjust the Bezier curves on the corners to get a nice rounded shape. The exhausts are cylindrical objects that are beveled and extruded into the correct shape. Also notice the rear wheels are scaled slightly larger than the front wheels.
我模擬在底盤完成車身,作為一個對象從后面到前面。 對于后保險杠,我添加一個小嘴唇只是給它一些有趣的形狀,這也給后方的燈光放置一個區(qū)域。 燈光只是簡單的盒子圖元與TurboSmooth修改器應用于圓滑它們。
還添加擾流器,再次使用盒子圖元開始,然后在新邊緣中切割以形成形狀并且對邊緣進行倒角以創(chuàng)建點和更緊的邊緣。 rearguard是一個花鍵,可以在視口中呈現(xiàn)圓柱形的形狀。 我調整邊角的貝塞爾曲線,得到一個很好的圓形。 廢氣是圓柱形物體,其被斜切并擠出成正確的形狀。 另請注意,后輪的尺寸略大于前輪。
I continue the undercarriage of the vehicle around the front, forming the front bumper. Notice the detail of the front grill and headlights are also modeled in. The side undercarriage of the vehicle has some nice detail added, and this forms part of the door too, so I add an opening for the door handle here.
When modeling the undercarriage, remember to allow enough room behind the wheel to account for the tire itself and the suspension attached to the axle. I'm not too worried about adding more detail here, as it will not be seen in the final renders of the vehicle. This completes the modeling phase of the vehicle! In the next chapter, we will UV map and texture the vehicle, creating some nice renders of our asset in Marmoset Toolbag 2.
我繼續(xù)在前面的車輛底盤,形成前保險杠。 注意,前格柵和前大燈的細節(jié)也是模型化的。車輛的側起落架添加了一些不錯的細節(jié),這也是門的一部分,所以我在這里為門把手添加一個開口。
當對起落架進行建模時,請記住在車輪后面留出足夠的空間以考慮輪胎本身和附接到車軸的懸架。 我不太擔心在這里添加更多的細節(jié),因為它不會在車輛的最終渲染中看到。 這完成了車輛的建模階段! 在下一章,我們將UV地圖和紋理的車輛,創(chuàng)造一些漂亮的渲染我們的資產(chǎn)在Marmoset工具包2。
A car's painted surface is very smooth and sometimes when modeling it's difficult to get this right. A little trick I've learned to help speed up this process is the Paint Deformation tool in the Editable Poly modifier. Select the Relax brush and give it a small size; you can also adjust the Strength if it has too much of an effect on the surface. Be careful not to destroy your creases or tight chamfer edges - it's best not to go near them. Rotate the viewport so the light reflects off the surface at different angles in order to show the bumpy areas that need relaxing.
汽車的涂漆表面非常光滑,有時當建模很難得到這個權利。 我學會了幫助加快這個過程的一個小技巧是可編輯多邊形修改器中的油漆變形工具。 選擇放松刷,給它一個小尺寸; 你也可以調整力度,如果它對表面有太多的影響。 小心不要破壞你的折痕或緊斜面邊緣 - 最好不要靠近他們。 旋轉視口,以使光以不同的角度反射離開表面,以便顯示需要放松的顛簸區(qū)域。
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