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Maya建模技術(shù)創(chuàng)建蒸汽朋克式飛艇

高端角色人物制作 觀(guān)看預(yù)覽

高端角色人物制作

包含109節(jié)視頻教程
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用于商業(yè)的高端人物制作系列教程,可以做為宣傳海報(bào)級(jí)別的人物制作高級(jí)教程,使用了全新的制作軟件,包含silo、maya、mari、nuke等,是非常專(zhuān)業(yè)和不可多得的高端角色教程。

關(guān)閉

在本教程中,我們將介紹使用Maya建模技術(shù)創(chuàng)建一款華麗的蒸汽朋克式飛艇。 推薦使用Maya的中級(jí)工作知識(shí)。 最后,我們應(yīng)該有一個(gè)完全模型化的船,準(zhǔn)備下一次在MARI進(jìn)行紋理化。

In this tutorial we'll look at creating an ornate steampunk-style airship using Maya modeling techniques. An intermediate working knowledge of Maya is recommended. At the end, we should have a fully modeled ship, ready for texturing in MARI next time.

Step 01: Blocking in the main forms

I've prepared a set of orthographic images we can use as a rough guide for the shape of our airship. Import them via View > Image Plane > Import Image. Next import some basic shapes from the Create Polygons menu and using the Scale and Move tools to drag and move them into place using the orthographic images as a guide.

To split geometry (C), select the faces you want to separate and go to Edit Mesh > Face > Extract. Then move the segments apart, select both pieces under Mesh > Combine. To bridge the gap (D), select the edges of both hemispheres and go to Edit Mesh > Bridge.

To make the rounded nose of the ship (F), create a sphere and delete the unwanted faces. Select the edges and under Edit Mesh > Extrude, drag the edges along the length of the nose.

步驟01:封鎖主要形式

我準(zhǔn)備了一套正字圖像,我們可以用作我們飛艇形狀的粗略指南。 通過(guò)視圖>圖像平面>導(dǎo)入圖像導(dǎo)入它們。 接下來(lái),從“創(chuàng)建多邊形”菜單中導(dǎo)入一些基本形狀,并使用“縮放”和“移動(dòng)”工具使用正交圖像作為向?qū)⑵渫蟿?dòng)并移動(dòng)到位。

要拆分幾何(C),請(qǐng)選擇要分開(kāi)的面,然后轉(zhuǎn)到“編輯網(wǎng)格”>“面>提取”。 然后將段分開(kāi),在“網(wǎng)格”>“合并”下選擇兩個(gè)片段。 為了彌合差距(D),選擇兩個(gè)半球的邊緣,并轉(zhuǎn)到“編輯網(wǎng)格”>“橋”。

要使船的圓形鼻(F),創(chuàng)建一個(gè)球體并刪除不需要的方面。 選擇邊緣,然后在“編輯網(wǎng)格”>“拉伸”下,沿著突出的部分長(zhǎng)度拖動(dòng)邊緣。

Step 02: Making the nose of the ship

To clean up the front of the nose (A), I will use the Multi-Cut tool under the Mesh Tools menu. To cut in a straight line, press Shift, then click and drag the tool in the direction of the cut line you want to make. Then select and delete excess faces.

Now access Wireframe mode (C), select the vertex and drag to fit the shape of the hull. Press 5 to revert to Shaded mode so we can see how they fit. To create some more interesting shapes to the nose (G), select the side faces and using the Extrude tool adjust the thickness inward just a little to form a step.

步驟02:制作船的突出的部分

要清理突出部分前方(A),我將使用“網(wǎng)格工具”菜單下的“多切割”工具。 要直線(xiàn)切割,請(qǐng)按Shift鍵,然后單擊并沿著要制作的切割線(xiàn)的方向拖動(dòng)刀具。 然后選擇并刪除多余的面孔。

現(xiàn)在訪(fǎng)問(wèn)線(xiàn)框模式(C),選擇頂點(diǎn)并拖動(dòng)以適應(yīng)船體的形狀。 按5還原到陰影模式,以便我們可以看到它們?nèi)绾芜m應(yīng)。 要?jiǎng)?chuàng)建一些更有趣的形狀到鼻子(G),選擇側(cè)面,并使用拉伸工具向內(nèi)調(diào)整厚度一點(diǎn)點(diǎn)形成一個(gè)步驟。

Step 03: Detailing the front

To make a nice ridge along the front we can use the existing geometry. Select the faces that run along the center and extrude them outward. Select these extruded faces and go to Edit Mesh > Face > Extract to isolate the ridge.

Next create a cylinder with eight sides (C) and position it in the center of the ridge. Use the cylinder as a guide (D) to cut the geometry of the ridge using the Multi-Cut tool. Then combine the two pieces of geometry and align the cylinder to meet the hole made in the ridge. To connect the vertices of the cylinder and ridge, right-click and engage Vertex mode. Select all vertices and go to Edit Mesh > Merge.

步驟03:前面的細(xì)節(jié)

要沿著前方做一個(gè)漂亮的背脊,我們可以使用現(xiàn)有的幾何體。 選擇沿著中心運(yùn)行的面并將其向外擠出。 選擇這些擠壓面,然后轉(zhuǎn)到“編輯網(wǎng)格”>“面”>“提取”來(lái)隔離脊。

接下來(lái)創(chuàng)建一個(gè)八邊(C)的圓柱體,并將其定位在脊的中心。 使用圓柱體作為導(dǎo)向(D),使用多切割工具切割脊的幾何形狀。 然后將兩個(gè)幾何組合起來(lái),對(duì)齊圓柱體,以滿(mǎn)足在脊中制作的孔。 要連接圓柱和脊的頂點(diǎn),請(qǐng)右鍵單擊并接合頂點(diǎn)模式。 選擇所有頂點(diǎn),然后轉(zhuǎn)到編輯網(wǎng)格>合并。

Step 04: Creating grooved panels on the front

Let's start by selecting the faces on the front, leaving a border. Then go to Edit Mesh > Face > Extract to separate these panels. Then select the edges inside our panel and go to Edit Mesh > Bevel to split the edge lines (B).

Select the beveled edge faces and extrude those inward to make a small set of valleys (C). To make smooth edges more rigid, we can add edge loops using Mesh > Insert Edge Loop. By dragging edge loops close to the edge of a corner this will support the shape when smoothened.

步驟04:在前面創(chuàng)建開(kāi)槽面板

我們首先選擇正面的方面,留下邊框。 然后轉(zhuǎn)到編輯網(wǎng)格>面>提取來(lái)分離這些面板。 然后選擇我們面板中的邊緣,然后轉(zhuǎn)到“編輯網(wǎng)格”>“斜面”來(lái)分割邊線(xiàn)(B)。

選擇傾斜的邊緣面并向內(nèi)擠出,以形成一小段谷(C)。 為了使邊緣更平滑,我們可以使用網(wǎng)格>插入邊緣循環(huán)添加邊緣循環(huán)。 通過(guò)將邊緣邊緣拖動(dòng)到靠近角落邊緣的邊緣,這將在平滑時(shí)支撐形狀。

Step 05: Front elevation thrusters

Next create a polygon primitive torus and delete half, then split the remaining half into two pieces and create some distance. Then Mesh > Combine the two pieces and then go to Edit Mesh > Bridge to join the parts. To make the bend look as if it is made of panels, select the edges and create a bevel of three segments. By extruding the three segments first and then just the center, we can make a stepped ridge (G). Last just add some edge loops at the corners to tighten the geometry when smoothened.

步驟05:前升力推進(jìn)器

接下來(lái)創(chuàng)建一個(gè)多邊形原始圓環(huán)并刪除一半,然后將剩下的一半分成兩部分并創(chuàng)建一些距離。 然后網(wǎng)格>組合兩個(gè)部分,然后轉(zhuǎn)到編輯網(wǎng)格>橋接部分。 要使彎曲看起來(lái)像是由面板制成,請(qǐng)選擇邊緣并創(chuàng)建三個(gè)分段的斜面。 通過(guò)首先擠出三個(gè)部分,然后僅僅是中心,我們可以制成一個(gè)階梯狀的脊(G)。 最后只需在拐角處添加一些邊緣循環(huán),以便在平滑時(shí)收緊幾何體。

Step 06: Passenger walkway

To create the passenger deck, first move to the side view and create a polygon cube. By flipping from side to top we can adjust the cube to fit the images roughly. Now select the window faces and select Extrude under the mesh menu. Before you extrude, make sure Keep Faces Together is turned off in the extrude options. Then adjust the offset to make a window frame and press extrude again to push the thickness of the windows inward (E). By selecting the edges, we can add a bevel and increase the number of segments to make a nice rounded corner (H).

步驟06:乘客通道

要?jiǎng)?chuàng)建乘客甲板,首先移動(dòng)到側(cè)視圖并創(chuàng)建一個(gè)多邊形立方體。 通過(guò)從一側(cè)到另一側(cè)翻轉(zhuǎn),我們可以調(diào)整立方體大致適合圖像。 現(xiàn)在選擇窗口面,然后在網(wǎng)格菜單下選擇拉伸。 在拉伸之前,確保在擠壓選項(xiàng)中關(guān)閉“保持面”。 然后調(diào)整偏移量以制作窗框,然后再次拉伸,將窗口的厚度向內(nèi)推(E)。 通過(guò)選擇邊緣,我們可以添加一個(gè)斜角,并增加段的數(shù)量,使一個(gè)好的圓角(H)。

Step 07: Windows

For creating the windows we first need to select the faces and turn Keep Faces Together off so the faces extrude individually. First extrude the Offset to make a frame and then extrude the thickness to create depth. Next we need to separate the windows and frame and delete the rest of the sphere (C). Then replace this sphere with a new sphere and ramp up the subdivision Axis and Height in the Attribute Editor with the sphere selected.

步驟07:窗口

為了創(chuàng)建窗口,我們首先需要選擇面部,并將“保持面”放在一起,以使面部單獨(dú)拉伸。 首先擠出偏移量制作框架,然后拉伸厚度以創(chuàng)建深度。 接下來(lái),我們需要分離窗口和框架,并刪除球體的其余部分(C)。 然后用新的球體替換此球體,并在所選球體的“屬性編輯器”中加速細(xì)分軸和高度。

Step 08: Creating window rims

This part is tricky. First duplicate your window cylinder and body (Ctrl+D), then drag it aside. Then Shift-select the cylinder and then the body (B) and let's perform a Boolean operation. Go to Mesh > Booleans and adjust to Difference. This should leave the cylinder behind. Delete the middle faces leaving just a ring. Align this ring to the original body and add an edge loop along the body so we can extrude a step to form a rim (F). You can select the vertex to tweak the rim in order to fit it neatly around the body shape.

步驟08:創(chuàng)建窗口邊緣

這部分是棘手的。 首先復(fù)制您的窗口圓柱體和身體(Ctrl + D),然后將其拖放到一邊。 然后Shift選擇圓柱體,然后選擇主體(B),讓我們執(zhí)行一個(gè)布爾運(yùn)算。 轉(zhuǎn)到網(wǎng)格>布爾值,并適應(yīng)差異。 這應(yīng)該使汽缸在后面。 刪除中間的臉只留一個(gè)環(huán)形物。 將此環(huán)與原始體對(duì)齊,并沿著身體添加邊緣環(huán),以便我們擠出一個(gè)步驟以形成邊緣(F)。 您可以選擇頂點(diǎn)來(lái)調(diào)整邊框,以便將其整齊地圍繞身體形狀。

Step 09: Adding pipes on the side

Now we'll place cylinders which will become vents along the ship's side. Then by selecting the side we can make it a 'live surface'. (At the top you will see a magnet icon - press this and your selected geometry will become live.) Now select the CV Curve tool under Create > Curve Tools > Create CV Curve. Click and draw where we want our pipes to go on the live surface. At the end of the CV Curves, place a NURBS circle. Next select the circle and then the curve, and under the Surface menu click Extrude.

Next, convert the tube into polygons by selecting the tube and going to Modify > Convert > NURBS to Polygons. Select the advanced menu and set the count to 5,000 or less depending on the size of the tube. After conversion, the NURBS tube will remain, so this can be deleted now, leaving us with a polygon tube.

步驟09:在側(cè)面添加管道

現(xiàn)在我們將放置將成為船側(cè)通風(fēng)口的氣瓶。 然后通過(guò)選擇一邊,我們可以使它成為一個(gè)“現(xiàn)場(chǎng)表面”。 (在頂部,您將看到一個(gè)磁鐵圖標(biāo) - 按此,您選擇的幾何將變?yōu)閷?shí)時(shí)狀態(tài)。)現(xiàn)在在“創(chuàng)建”>“曲線(xiàn)工具”>“創(chuàng)建CV曲線(xiàn)”下選擇“CV曲線(xiàn)”工具。 點(diǎn)擊并畫(huà)出我們想要的管道在現(xiàn)場(chǎng)表面。 在CV曲線(xiàn)的末尾,放置NURBS圓。 然后選擇圓圈,然后選擇曲線(xiàn),然后在“表面”菜單下單擊“拉伸”。

接下來(lái),通過(guò)選擇管道并將管道轉(zhuǎn)換為多邊形,然后轉(zhuǎn)到“修改”>“轉(zhuǎn)換”>“NURBS”至“多邊形”。 選擇高級(jí)菜單,根據(jù)管的大小將計(jì)數(shù)設(shè)置為5,000或更小。 轉(zhuǎn)換后,NURBS管將保留,所以現(xiàn)在可以刪除,留下我們一個(gè)多邊形管。

Step 10: Modeling ornate engine detail

Create a flat cylinder and extrude an offset inward, then move the center down (D). Then create a polygon primitive pipe and use the Scale tool to stretch the shape oval. To repeat the circular shape in an arc, we need to adjust the pivot point. Select the oval, then press and hold the 'D' key to move the pivot point to the center of the cylinder. By pressing Shift+D you can duplicate the oval and move it slightly left or right. To graduate the size just use the Scale tool.

Now select the faces of the ovals facing each other and delete them. Then select both oval shapes and combine them (F). After they're combined we need to select the edges of the holes we just made and use the Bridge tool to connect the two pieces. The Bridge tool is under the Mesh menu, and you may need to adjust its offset if it looks wrong. Repeat this process all around and again on the bottom insert.

步驟10:建模華麗的引擎細(xì)節(jié)

創(chuàng)建一個(gè)平坦的圓柱體并向內(nèi)擠出偏移,然后將中心向下移動(dòng)(D)。 然后創(chuàng)建一個(gè)多邊形原始管道,并使用“縮放”工具拉伸橢圓形。 要在圓弧中重復(fù)圓形,我們需要調(diào)整樞軸點(diǎn)。 選擇橢圓形,然后按住“D”鍵將樞軸點(diǎn)移動(dòng)到圓柱體的中心。 按Shift + D可以復(fù)制橢圓,稍微向左或向右移動(dòng)。 要調(diào)整大小,只需使用縮放工具。

現(xiàn)在選擇相互面對(duì)的橢圓的面,然后將它們刪除。 然后選擇兩個(gè)橢圓形并組合它們(F)。 合并后,我們需要選擇剛剛制作的孔的邊緣,并使用Bridge工具連接兩個(gè)。 Bridge工具位于Mesh菜單下,如果看起來(lái)錯(cuò)誤,您可能需要調(diào)整其偏移量。 在底部插入件上重復(fù)此過(guò)程。

Step 11: Making a propeller

To start the propeller, create a cylinder with 18 divisions and delete every second set of three faces (B). Then delete two thirds and soft-select the end vertex. Soft selection can be adjusted by holding 'B' and sliding the mouse. Bevel the corners (F). To evenly rotate the pieces we can use the Duplicate Special under the Edit Menu. Select the advanced tab and set the Y rotation to 120 degrees with copy enabled. Apply this twice, then combine the three parts and merge the vertex by selecting Edit Mesh > Merge.

步驟11:制作螺旋槳

要啟動(dòng)螺旋槳,創(chuàng)建一個(gè)具有18個(gè)分區(qū)的圓柱體,并刪除每三個(gè)面(B)的第二組。 然后刪除三分之二,軟選擇結(jié)束頂點(diǎn)。 可以通過(guò)按住“B”并滑動(dòng)鼠標(biāo)來(lái)調(diào)整軟選擇。 斜角(F)。 要均勻旋轉(zhuǎn)片段,我們可以使用“編輯”菜單下的“復(fù)制特殊”。 選擇高級(jí)選項(xiàng)卡,并將Y旋轉(zhuǎn)設(shè)置為120度,啟用復(fù)制。 應(yīng)用這兩次,然后組合三個(gè)部分,并通過(guò)選擇編輯網(wǎng)格>合并合并頂點(diǎn)。

Step 12: Building the rear rudder

Next we need to make a cylinder and delete half, then stretch out the end to make the shape of the rudder. By adding edge loops we can manipulate the vertices to create the center hole (C). To create the beams (F), we first need to make a polygon torus and delete half. Then select the vertex of the top and pull it up making a long tube with cornered ends. The strut's round bases (G) can be made by adding an edge loop and extruding out a thin step.

步驟12:建造后方舵

接下來(lái),我們需要制作一個(gè)圓柱體并刪除一半,然后拉伸出來(lái),使方向舵的形狀。 通過(guò)添加邊緣循環(huán),我們可以操縱頂點(diǎn)以創(chuàng)建中心孔(C)。 為了創(chuàng)建光束(F),我們首先需要制作一個(gè)多邊形圓環(huán)并刪除一半。 然后選擇頂部的頂點(diǎn),并將其拉起,制成帶有端角的長(zhǎng)管。 支柱的圓底(G)可以通過(guò)添加邊緣環(huán)并擠出薄的步驟來(lái)制成。

Step 13: Building the engine

First let's extrude in some faces to enable us to place the engine (A), then make a small and large cylinder (B). Combine them and extrude the top-half faces and the bottom-half faces outward (C). Delete the end faces of the extrusion and bridge the ends to make up the belt (D). Then duplicate the belts using Shift+D and cut holes in the main body for the belts to pass through. To do this, add edge loops and select the face and extrude them inward. To add more detail, you can select the faces of the cog and belt and extrude the faces with 'Keep faces together' turned off in the Extrusion menu (H).

步驟13:建造發(fā)動(dòng)機(jī)

首先讓我們?cè)谀承┟嫔蠑D壓使我們能夠放置發(fā)動(dòng)機(jī)(A),然后制造一個(gè)小而大的氣缸(B)。 結(jié)合它們并將上半面和下半面向外擠出(C)。 刪除擠出機(jī)的端面,并將兩端連接起來(lái)以組成皮帶(D)。 然后使用Shift + D復(fù)制皮帶,并在主體中切割皮帶,以使皮帶穿過(guò)。 為此,添加邊緣循環(huán)并選擇面部并將其向內(nèi)擠出。 要添加更多詳細(xì)信息,可以在“擠出”菜單(H)中選擇“嵌入”和“皮帶”,并將“保留面”放在一起。

Step 14: Adding engine pipe details

A quick way to make a bent pipe is to make a polygon torus and delete all but one quarter. We can extrude the ends if we need to add length and add an edge loop to extrude a step out. Add more edge loops at the corners to tighten the mesh when smoothened. We can use this technique to place pipes and vents around the ship.

步驟14:添加引擎管道細(xì)節(jié)

制作彎管的快速方法是制作多面圓環(huán),并刪除四分之一以外的全部。 如果我們需要添加長(zhǎng)度并添加一個(gè)邊緣循環(huán)以擠出一個(gè)步驟,我們可以擠出結(jié)束。 在角落處添加更多邊緣環(huán),以便在平滑時(shí)收緊網(wǎng)格。 我們可以使用這種技術(shù)在船上放置管道和通風(fēng)口。

Step 15: The captain's control room

Using the image planes lets go to the top view and make a cylinder, use the Scale tool to stretch the shape. We can add edge loops to make the window faces (C). Then extrude an offset inward with 'Keep faces together' turned off. Separate the window faces. We can also separate the window frames and add some edge loops at the corners to retain the shape when it is smoothened.

步驟15:船長(zhǎng)的控制室

使用圖像平面,可以進(jìn)入頂視圖并制作圓柱體,使用“縮放”工具拉伸形狀。 我們可以添加邊緣循環(huán)以使窗口面(C)。 然后用“Keep faces together”關(guān)閉,向內(nèi)擠出一個(gè)偏移量。 分開(kāi)窗口面。 我們還可以分離窗框,并在角落添加一些邊緣循環(huán),以便在平滑時(shí)保留形狀。

Step 16: The chimneys

To make the chimneys we can start with a polygon pipe shape and lengthen it using the image planes as a guide. By adding some edge loops and extrusions we can form some ridges and interest to the design.

When you are happy combine the two chimneys and under the Deform menu select the lattice tool. With the lattice selected, right-click and select the 'Lattice Point', these are like vertex. With these selected you can move the entire shapes backwards. To remove the lattice and bake the shape, select the chimneys and under the Edit menu select Delete by Type > History - this should remove the lattice and the shape will remain.

第16步:煙囪

為了制作煙囪,我們可以用多邊形管道形狀開(kāi)始,并使用圖像平面作為指導(dǎo)。 通過(guò)添加一些邊緣循環(huán)和擠壓,我們可以形成一些脊和設(shè)計(jì)的興趣。

當(dāng)你快樂(lè)結(jié)合兩個(gè)煙囪和Deform菜單下選擇格子工具。 選中格子后,右鍵單擊并選擇“格點(diǎn)”,這些像頂點(diǎn)。 通過(guò)這些選擇,您可以向后移動(dòng)整個(gè)形狀。 要移除格子并烘烤形狀,請(qǐng)選擇煙囪,并在編輯菜單下選擇“按類(lèi)型刪除”>“歷史記錄” - 這樣應(yīng)該刪除格子,形狀將保留。


clarisse搭建3D天空之城拉普達(dá)全過(guò)程 clarisse搭建3D天空之城拉普達(dá)全過(guò)程

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deng6100

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厲害呀

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17年3月27日

longzai521

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很牛的樣子
活著就在追求! -longzai521

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17年3月27日

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