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使用MARI構(gòu)建科幻飛艇模型

maya海龜渲染器 觀看預(yù)覽

maya海龜渲染器

包含1節(jié)視頻教程
關(guān)注2.7萬

maya在烘培方面最常使用的是海龜渲染器,它在gi渲染方面有獨(dú)特的優(yōu)勢,穩(wěn)定而且強(qiáng)大。

關(guān)閉

在本教程的這一部分中,我們將介紹如何使用MARI來構(gòu)建科幻飛艇模型。

In this section of the tutorial, we'll be looking at how to texture a sci-fi airship model using MARI.

Step 01: Overview of the MARI workspace

Before we begin, here's a brief overview of the MARI workspace. You can click between the 3D painting view under the Ortho tab, and flat UV mode under UV tab depending on the need. If you cannot remember a button function, just let your cursor hover over the button for a few seconds and it will reveal its purpose in a small pop-up tab. In the top-left is the save button - remember to save often. Now let's get texturing!

步驟01:MARI工作區(qū)概述

在我們開始之前,這里簡要介紹一下MARI工作區(qū)。 您可以在Ortho選項(xiàng)卡下的3D繪畫視圖和UV選項(xiàng)卡下的平面UV模式之間進(jìn)行單擊,具體取決于需要。 如果您不記得按鈕功能,只需將鼠標(biāo)懸停在按鈕上幾秒鐘,它將在一個(gè)小的彈出式選項(xiàng)卡中顯示其目的。 在左上角是保存按鈕 - 記住要經(jīng)常保存。 現(xiàn)在讓我們得到紋理!

Step 02: Ambient occlusion

After importing the geometry, the first step for texturing our airship is generating ambient occlusion (AO). Select all of the mesh, and under the Objects menu, select Ambient Occlusion. Then under your Procedural tab in the main shader, select Geometry and then Ambient Occlusion.

The AO may have hard edges which can be smoothened using the Blur tool. First right-click on your AO procedural layer, then 'Convert to Paintable' and use the Blur tool to soften any edges that are jagged. Be sure to save your project as you go.

步驟02:環(huán)境遮擋

導(dǎo)入幾何圖形后,我們的飛艇紋理化的第一步就是產(chǎn)生環(huán)境遮擋(AO)。 選擇所有網(wǎng)格,并在對象菜單下選擇環(huán)境遮擋。 然后在主著色器的“過程”選項(xiàng)卡下,選擇幾何,然后選擇環(huán)境遮擋。

AO可能有硬邊緣,可以使用模糊工具進(jìn)行平滑處理。 首先右鍵單擊您的AO程序?qū),然后單擊“轉(zhuǎn)換為可繪制”,然后使用模糊工具軟化任何鋸齒狀邊。 一定要隨時(shí)保存項(xiàng)目。

Step 03: Texturing crevices

Now the AO is complete we need to go over the ship with the Brush tool. By pressing the 'K' key, you can access the brush sets. I find the Velvet Touch brush (under Organic Brushes) is good for soft organic build-up. To reduce the brush size, press the 'R' key and left-click, then push up and down or left and right according to the size and fall-off. For the brush opacity, press the 'O' key and left-click, and slide left and right. Use these tools to softly build up darkness in all the crevices on the ship.

步驟03:紋理縫隙

現(xiàn)在AO完成后,我們需要用Brush工具來搭載船。 通過按“K”鍵,您可以訪問畫筆集。 我發(fā)現(xiàn)天鵝絨觸摸刷(在有機(jī)刷下)是有益于軟的有機(jī)積累。 要減小筆刷尺寸,請按“R”鍵并左鍵單擊,然后根據(jù)尺寸和脫落量向上和向下或向左或向右推。 對于畫筆不透明度,按“O”鍵并左鍵單擊,然后向左和向右滑動。 使用這些工具輕輕地建立船上所有裂縫的黑暗。

Step 04: Specular map

As we go we can create and add to our specular map. Firstly, under the Channel menu, create a new channel with the name 'Specular'.

Open this channel stack and drag it across to the left of the screen. Keeping this open, return to your Diffuse stack and duplicate our painted AO layer, then drag this layer across to the Specular stack. When you click the Specular shader again you will see what?s contained within it.

Next, to increase the specular difference between objects, create a layer within the Specular stack, fill the entire surface with black and reduce the layer opacity to 50%. Next we need to create a mask stack to this layer.

By painting on this layer with black or white paint, we can remove or add the black layer. Think of it as "the lighter it is, the more specular it is."

步驟04:鏡面圖

當(dāng)我們走,我們可以創(chuàng)建并添加到我們的鏡面地圖。 首先,在“頻道”菜單下,創(chuàng)建一個(gè)名為“鏡面”的新頻道。

打開該通道堆棧并將其拖動到屏幕的左側(cè)。 保持打開,返回到您的漫反射堆疊并復(fù)制我們繪制的AO層,然后將此圖層拖動到高光層。 當(dāng)您再次單擊“鏡面”著色器時(shí),您將看到其中包含的內(nèi)容。

接下來,為了增加對象之間的鏡面差異,請?jiān)阽R面疊層內(nèi)創(chuàng)建一個(gè)圖層,用黑色填充整個(gè)表面,并將圖層不透明度降低到50%。 接下來,我們需要為此層創(chuàng)建一個(gè)掩碼棧。

通過在黑色或白色油漆上涂上這層,我們可以去除或添加黑色層。 認(rèn)為它是“更輕,它更鏡像”。

Step 05: Texturing bronze parts

Now let's bring some color into this ship. I have supplied all the textures used in this project in the downloads. Import the Bronze 2k texture with the image manager. Select individual components, create a new layer in our Diffuse channel and fill in the objects with the bronze texture.

步驟05:紋理青銅部分

現(xiàn)在讓我們把一些顏色帶入這艘船。 我已經(jīng)在下載中提供了該項(xiàng)目中使用的所有紋理。 使用圖像管理器導(dǎo)入青銅2k紋理。 選擇單個(gè)組件,在我們的漫射通道中創(chuàng)建一個(gè)新圖層,并填充具有青銅紋理的對象。

Step 06: Making a rivet texture

For our ship to look as if it's made of large steel plates, using a rivet or bolt texture along the seams will help to give the impression of material type and scale. Firstly, import the blue bold picture provided into Photoshop, and use the Select Color Range tool to select the blue parts. You can adjust the fuzziness to leave only the shadows from the bolts. Then right-click, Select Inverse and delete the blue.

Next we can desaturate the color and place a small gray disc behind where the bolts were to fill them back in. Creating a small gray disc is easily done by making a circular selection and filling it with mid-gray paint. Then export this as a PNG to retain the transparency.

步驟06:制作鉚釘紋理

對于我們的船看起來好像是用大型鋼板制成的,沿著接縫使用鉚釘或螺栓紋理將有助于給出材料類型和尺寸的印象。 首先,將提供的藍(lán)色粗體圖像導(dǎo)入到Photoshop中,然后使用“選擇顏色范圍”工具選擇藍(lán)色部分。 您可以調(diào)整模糊性,只留下螺栓的陰影。 然后右鍵單擊,選擇反向并刪除藍(lán)色。

接下來,我們可以使顏色去飽和,并在其后面放置一個(gè)小灰色的盤片,螺栓將填充回來。創(chuàng)建一個(gè)小的灰色圓盤可以通過圓形選擇輕松完成,并用中間灰色的油漆填充。 然后將其導(dǎo)出為PNG以保留透明度。

Step 07: Placing the rivet texture

Before we place the rivet texture created in Photoshop, we first need to apply the base metal texture. Import the ?Plain Metal' texture provided into the image manager, and on a new layer, use it to texture the main body of the ship. When this is complete, make another new layer and apply the rivet texture in such a way to create the effect of panels where you feel they fit best. You can adjust the size of a texture in the buffer window by holding Shift+Ctrl and left-clicking while dragging left to right. You can also change the color or tone of the texture being painted by changing the color in the swatch in the top menu.

步驟07:放置鉚釘紋理

在我們放置在Photoshop中創(chuàng)建的鉚釘紋理之前,我們首先需要應(yīng)用基礎(chǔ)金屬紋理。 將圖形管理器中提供的“普通金屬”紋理導(dǎo)入到新層,使用它來紋理船的主體。 當(dāng)這完成后,再創(chuàng)建一個(gè)新的層,并以這樣的方式應(yīng)用鉚釘紋理來創(chuàng)建面板的效果,您覺得最適合您。 您可以通過按住Shift + Ctrl并左鍵單擊從左向右拖動來調(diào)整緩沖區(qū)窗口中的紋理大小。 您還可以通過更改頂部菜單中色板中的顏色來更改要繪制的紋理的顏色或色調(diào)。

Step 08: Additional metals

To create a variation of metal types, I think we should apply a lighter type of metal to the sides and front of the body, as well as more bronze on some of the smaller details. We can achieve this using the plain metal material again, making another layer, then adding an adjustment stack to that layer and selecting HSV. When you select HSV a new window will open and you can use the V slider to brighten the value of the metal.

步驟08:附加金屬

為了創(chuàng)造一種金屬類型的變化,我認(rèn)為我們應(yīng)該在身體的兩側(cè)和前面應(yīng)用一種較輕的金屬,以及一些較小的細(xì)節(jié)上更多的青銅。 我們可以再次使用普通金屬材料,再制作另一層,然后在該層上添加調(diào)整疊層并選擇HSV。 當(dāng)您選擇HSV時(shí),將打開一個(gè)新窗口,您可以使用V滑塊來增亮金屬的值。

Step 09: Detailing some more welds and bolts

To break up the plain areas a bit, and add some more detail to the ship in general, we can start to add some more bolt textures to the front of the ship and the fin. We can also start to apply some welded textures using the 'weld' texture provided. Make sure to apply these textures on separate layers so that we can blend them later if it is necessary to, or use them for some specular masking.

步驟09:詳細(xì)說明一些焊縫和螺栓

為了平坦的區(qū)域打破一點(diǎn),并在船上添加一些更多的細(xì)節(jié),我們可以開始添加一些更多的螺栓紋理在船和鰭的前面。 我們還可以使用提供的“焊接”紋理開始應(yīng)用一些焊接紋理。 確保將這些紋理應(yīng)用在不同的圖層上,以便稍后將它們進(jìn)行混合,如果需要或?qū)⑵溆糜谀承╃R面掩蔽。

Step 10: Texturing the engine

Now we need to start filling in some of these white parts on the engine. I've supplied a texture called 'old polished metal' in the texture downloads to use on the main part of the engine and for the propeller strut. For the piping we can apply the copper texture supplied. By applying textures in separate layers and using an adjustment stack we can tune the lightness or hue of metals to slightly differentiate them if desired.

步驟10:紋理化發(fā)動機(jī)

現(xiàn)在我們需要開始在引擎上填充這些白色零件。 我在紋理下載中提供了一個(gè)名為“舊拋光金屬”的紋理,用于引擎的主要部分和螺旋槳支柱。 對于管道,我們可以應(yīng)用提供的銅紋理。 通過在單獨(dú)的層中應(yīng)用紋理并使用調(diào)整堆棧,我們可以調(diào)整金屬的亮度或色調(diào),以便在需要時(shí)略微區(qū)分它們。

Step 11: Updating the specular map

Using the textures we have already painted from the diffuse channel, we can now duplicate them and drag them across into the specular channel stack. Then we need to apply an adjustment stack and desaturate the color, then depending on what the material is we can change its opacity to be darker or lighter in the specular channel. By using an adjustment stack on each layer, we can darken or lighten parts using the HSV value slider. Remember: the whiter, the shinier.

步驟11:更新地圖鏡面

使用我們已經(jīng)從漫道畫的紋理,我們現(xiàn)在可以復(fù)制和橫向拖動到鏡面通道堆棧。然后,我們需要申請調(diào)整堆棧和飽和度的顏色,然后根據(jù)是什么材料,我們可以改變。其不透明度是在鏡面通道較暗或較亮通過使用每個(gè)層上的調(diào)整堆棧,我們可以變暗或變亮使用HSV值滑塊記住:.越白,在光亮部分。

Step 12: Painting the windows

Using the provided texture 'dull window', we can now start to fill in those windows. After importing the texture using the image manager we can fill in the window panes. If the texture looks a bit too dull or dark, we can boost the lightness by using an adjustment stack on the layer with the window texture.

步驟12:繪畫的窗戶

使用所提供的質(zhì)感“平淡窗口”,我們可以如果紋理看起來有點(diǎn)太沉悶或暗現(xiàn)在就開始填寫這些窗口。使用圖像管理器,我們可以在窗玻璃填寫進(jìn)口紋理之后,我們就可以提振通過使用與窗口紋理層上的調(diào)整堆棧亮度。

Step 13: Wooden texturing

In keeping with the vintage theme and in the interest of variety of texture and materials, we can paint a nice section of wood paneling on the nose section. Using the wood texture, first paint the front's side panels, before moving or baking the texture. Select the Spline Warper tool on the top and drag a rectangle around the shape. Using the frame that appears, drag the texture to fit the general shape of the nose by pushing and pulling on the frame edges. Then hit 'B' to bake the texture in place.

步驟13:木質(zhì)紋理

在與復(fù)古主題,在各種質(zhì)地和材料的利益保持一致,我們可以在機(jī)頭部分油漆的木鑲板的一個(gè)很好的部分,使用木質(zhì)紋理,第一油漆前的側(cè)面板,移動或烘焙紋理之前。選擇頂部的樣條整經(jīng)機(jī)工具和拖動矩形周圍的形狀。使用時(shí)出現(xiàn)的幀中,將紋理通過推拉在框架邊緣以適合鼻子的一般形狀,然后按下“B”烘烤質(zhì)感到位。

Step 14: The propeller and side engine

Using the texture 'round metal', we can paint the propellers now. As this texture is very brown, I will use an adjustment stack to desaturate it to be almost gray, and darken it just a little as well. Next, for the side engine section, we can paint the inside of it using the 'mesh' texture. At this point we may fill in the rest of the side engine using the 'plain metal' texture. We can update our specular map with these textures as before.

步驟14:螺旋槳和發(fā)動機(jī)側(cè)

使用質(zhì)地“圓形金屬”,我們可以畫出螺旋槳現(xiàn)在,以該質(zhì)地非常棕色,我會用一個(gè)調(diào)整棧去色是幾乎灰色,變暗它只是一點(diǎn)點(diǎn)為好。接下來,供方引擎部分,我們可以描繪出它使用“網(wǎng)格”紋理內(nèi)。在這一點(diǎn)上,我們可以使用“純金屬”質(zhì)感一側(cè)引擎的其余部分繼續(xù)進(jìn)行。我們可以像以前一樣更新我們的高光貼圖與這些紋理。

Step 15: Adding dirt and grime

As a finishing touch it's always good to add some wear and tear to a vehicle like this. First make a new layer using the grime textures provided, and go around the ship and paint the leak stains and dirt build-up in places where you would expect to find it. The key to this is not to overdo the dirt unless that is the look you are going for.

第15步:添加灰塵和污垢

作為點(diǎn)睛之筆,它總是好一些磨損增加這樣的車輛,首先使用所提供的污垢紋理新建一個(gè)圖層,到處去船和油漆泄漏漬和污垢積聚在地方,你會希望找到它。這里的關(guān)鍵是不要過分的污垢,除非是你要的樣子。

Step 16: Adding dirt to the specular channel

Before merging our diffuse textures we must first duplicate and drag our dirt and grime textures into the specular channel. We want these textures to be dull and non-reflective, so we must apply an adjustment stack and by using the HSV adjustment we can reduce the value until the grime texture is almost black. At this point it's safe to select all of the layers and export them to your desktop. I would recommend renaming them.

步驟16:添加污垢鏡面通道

將我們的漫反射貼圖之前,我們必須先復(fù)制并拖動我們的灰塵和污垢紋理進(jìn)入鏡面通道。我們希望這些紋理的遲鈍和不反光的,所以我們必須采用調(diào)整堆棧,并通過使用HSV調(diào)整就可以減少值,直至污垢質(zhì)地幾乎是黑色的。在這一點(diǎn)上是安全的選擇所有的圖層,并將其導(dǎo)出到您的桌面。我將建議重命名它們。

Step 17: Making normal maps

We can make our normal maps by using the diffuse textures. First we need to create a new channel for the normal map, then duplicate the diffuse textures and drag them into the normal channel. As the diffuse textures are all separate, we will need to select them all and merge them into one. Then by adding an adjustment stack and selecting 'Height to Normal', we can right-click and export this layer to the desktop and rename it accordingly. Now the texturing is done and the model is ready for rendering.

第17步:制作法線貼圖

我們可以通過使用漫射紋理使我們的法線貼圖。首先,我們需要法線貼圖創(chuàng)建一個(gè)新的渠道,然后復(fù)制漫反射貼圖,并將其拖動到正常的渠道。由于彌漫紋理都是獨(dú)立的,我們需要它們?nèi)窟x中,并通過添加調(diào)整堆棧,然后選擇“身高為普通”它們合并成一個(gè)。然后,我們可以右擊該層導(dǎo)出到桌面,并相應(yīng)地重新命名它。現(xiàn)在,紋理等做模型已準(zhǔn)備就緒進(jìn)行渲染。


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2181496126@qq.com

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謝謝樓主!
愿朱峰社區(qū)教程越來越多。 -2181496126@qq.com

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很好 不錯(cuò)的新聞

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學(xué)到了東西,

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