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在3ds Max創(chuàng)建車輛的硬表面

角色表情制作 觀看預(yù)覽

角色表情制作

包含4節(jié)視頻教程
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JoaoPaulo Lamonde分享了他在3ds Max創(chuàng)建車輛的硬表面工作流程...

Joao Paulo Lamonde shares his hard surface workflow for creating vehiclesin 3ds Max..

你好,在這個制作中,我將分享我的工作流程,以制作一個完全呈現(xiàn)的模型的邁凱倫MP412-C。 我希望它有助于通知你的學(xué)習(xí)和享受!

Hi guys, in this making of I will share my workflow for making a fully rendered model of the McLaren MP412-C. I hope it helps inform your studies and enjoy!

Step 01: References

I originally created this model just to do some hard surface model training. After I finished the model, I wanted to make a render in the studio environment, so I searched for several reference images of the car photo and also a few 3D reference images. I also watched a couple of video tutorials of car photography and read an artist interview that won a Car Render Challenge 2015 of Hum3D and it was important to the final idea of what I could do after.

步驟01:參考

我最初創(chuàng)建的這個模型只是做一些硬表面模型訓(xùn)練。 在我完成模型后,我想在演播室環(huán)境中進(jìn)行渲染,所以我搜索了汽車照片的幾個參考圖像以及一些3D參考圖像。 我還看了幾個汽車攝影視頻教程,并閱讀了一個藝術(shù)家采訪,贏得了Hum3D的汽車渲染挑戰(zhàn)2015,這是很重要的,我可以做什么的最后的想法。

Step 02: Modeling Car

In 3ds Max I made the car model poly by poly, it required so much patience! Here I positioned the blueprint references and started the model process.

步驟02:建模汽車

在3ds Max做的汽車模型的多邊形,它需要這么多的耐心! 我定位藍(lán)圖引用和啟動模型過程。

I made the grid of back part starting with a plane subdivided and then in Polygon Modeling Tool > Generate Topology, I changed the topology to hexagonal like a hive.

我使后面部分的網(wǎng)格從細(xì)分的平面開始,然后在多邊形建模工具>生成拓?fù)渲,我將拓(fù)涓臑橄穹涑惨粯拥牧呅巍?/p>

Then I drew a spline of the back part and I used Compound Objects > Shape Merge to cut the plane polygons.

然后我畫了一個后面部分的樣條,我使用復(fù)合對象>形狀合并來剪切平面多邊形。

With the cut model I selected the hexagonal polygons, applied the inset and delete what I don't want. Then I used some modifiers, Shell (to get volume), Edit Poly (to select edges), Quad Chamfer (to round the corner edges) and FFD (to adjust).

使用切割模型我選擇了六邊形多邊形,應(yīng)用插入和刪除我不想要的。 然后我使用一些修飾符,殼(以獲得體積),編輯多邊形(選擇邊緣),四角倒角(圓角邊緣)和FFD(調(diào)整)。

To make the glass I just selected the inside edges of the model and used Create Shape from Selection, then I used Extrude to make a shape and adjust the other details.

我只是選擇模型的內(nèi)部邊緣和用于創(chuàng)建形狀選擇玻璃,然后我使用拉伸來制作形狀和調(diào)整其他細(xì)節(jié)。

I modeled the internal parts (seats, panel, steering wheel, motor etc.) and these models didn't need to be really detailed as I don't plan on making internal renders. To finish the modeling I made all the bits for the wheels, tires etc.

我模擬了內(nèi)部零件(座椅,面板,方向盤,電機等),這些模型不需要真正詳細(xì),因為我不打算制作內(nèi)部渲染。 為了完成建模,我做了所有的車輪,輪胎等的位。

Step 03: Lighting

With everything modeled I could think about how I wanted to light the scene. This is a very important part of the process; I needed to set the mood of the scene so I went with making it very cinematic. I chose the environments from the Batman movies and games to use as reference. I wanted the character to have character and not be just a product.

步驟03:照明

一切模型化我可以想想如何點燃的場景。 這是這個過程的一個非常重要的部分; 我需要設(shè)置場景的心情,所以我去使它非常電影。 我選擇了蝙蝠俠的電影和游戲的環(huán)境作為參考。 我想要的字符有字符,而不只是一個產(chǎn)品。

I used a key light, back light, fill light, each with a V-Ray Softlight Map. I had a light in the wheels and two other lights in the side of surface panel to give a warm and cool glow. For the car reflect and Speculars I added a few lights and turned off the Diffuse option in V-Ray and positioned it so it reflected on to the camera. I also added lights to the headlamps and brake lights.

我使用了一個鑰匙燈,背光,補光,每個都有一個V-Ray柔光地圖。 我有一個燈在輪子和另外兩個燈在表面板的一面給一個溫暖和涼爽的光芒。 對于汽車反射和高光,我添加了幾個燈,并關(guān)閉了V-Ray中的漫反射選項,并將其定位,以反映到相機。 我還向前照燈和剎車燈添加了燈。


Step 04: Shaders

I used V-Ray Car Paint to shade the car; I tried my best to pay attention to the scale of the flecks and flakes of paint and did lots of tests to find the right result. I decreased the base reflection and base glossiness to give the look of a non-metallic paint. I also added some dirt maps to give it a more realistic look.

步驟04:著色器

我使用V-Ray汽車漆來遮蓋汽車; 我盡我所能地注意油漆的斑點和薄片的規(guī)模,并做了大量的測試,找到正確的結(jié)果。 我降低了基礎(chǔ)反射和基礎(chǔ)光澤度,給出了非金屬漆的外觀。 我還添加了一些污垢地圖,給它一個更真實的外觀。

I used V-Ray Blend Material to obtain two different kind of glossiness because in most of cases the glossiness changes when you change the angle of the camera (perpendicular / parallel). The more the camera is parallel to the object, in this case the floor, more gloss is reflected. In the BASE Material the reflected glossiness is 0.72 and in the COAT01 Material the reflect glossiness is 0.9. I added tires mark maps and some dirt maps to give the impression the floor is in use.

我使用V-Ray混合材料獲得兩種不同類型的光澤度,因為在大多數(shù)情況下,當(dāng)您更改相機的角度(垂直/平行)時,光澤度會改變。 相機越平行于物體,在這種情況下是地板,反映出更多的光澤。 在BASE材料中,反射光澤度為0.72,而在COAT01材料中,反射光澤度為0.9。 我添加了輪胎標(biāo)記地圖和一些污垢地圖,給人的印象是地板正在使用中。

Step 05: Render Setting and Post-Production

The render setting are not complex, but I had to use a little bit more of my displacement setting be-cause of the tire maps. I decreased the Edge Length to 2 and increase the Max Subdivide to 512. My final render is 4500px X 3000px, so it took a long time to render out (more or less about 8 hours and the others were 6 hours).

步驟05:渲染設(shè)置和后期制作

渲染設(shè)置不復(fù)雜,但我不得不使用一點點我的位移設(shè)置由于輪胎地圖。 我將邊長減小到2,并將Max Subdivide增加到512.我的最終渲染是4500px X 3000px,所以渲染需要很長時間(大約8小時,其他大約6小時)。

Have a thing that I want to share with you, it is about the glare effect of the brake lights. To do this effect I preferred to isolate the brake lights and make a render with the same size of my final render. I turned on the Bloom and Glare effect of V-Ray Frame Buffer and in the Glare I used a map for the streaks. Then I applied this render with a blend mode in Photoshop.

有一件事我想和你分享,它關(guān)于剎車燈的眩光效果。 為了做到這一點,我更喜歡隔離剎車燈,并使渲染與我最后的渲染相同的大小。 我打開了V-Ray Frame Buffer的Bloom和Glare效果,在Glare我使用了條紋的地圖。 然后我在Photoshop中使用混合模式應(yīng)用此渲染。

And with that I was done; I learned lot of new things working on this piece and my advice to you is to never give up and to be open to constructive criticism. I hope you found my making of useful and please feel free to send me an email if you have any questions.

和我做了; 我學(xué)到了很多新的東西在這件作品,我的建議是,你永遠(yuǎn)不要放棄,并開放建設(shè)性的批評。 我希望你發(fā)現(xiàn)我的有用的,如果你有任何問題,請隨時給我發(fā)電子郵件。

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