我將解釋我的主要過(guò)程,開(kāi)始收集參考,通過(guò)最后的建模。希望你覺(jué)得有用。Bruno Tornisielo shares how he made his tribute to Game of Thrones' Tyrion Lannister aka the Imp in ZBrush
In this breakdown I will explain my main processes behind making this project; starting with gathering references through to the final modeling. I hope you find it helpful.
References
引用
I always start my personal projects by finding as many reference as possible to guide me, even if I already have a concept in my head. To get a good likeness it is very important that you take the time to do research, you need a lot of different angles of your subject. I settled on making Tyrion Lannister from Game of Thrones as played by Peter Dinklage.
開(kāi)始這個(gè)項(xiàng)目通過(guò)尋找盡可能多的參考,即使我已經(jīng)有一個(gè)概念在我的頭。為了得到一個(gè)很好的設(shè)計(jì)是非常重要的,你花時(shí)間去做研究,你需要很多不同的角度審視你的主題。所以我選定了蘭尼斯特泰瑞歐從權(quán)力的游戲彼得Dinklage。Collecting references is a vital part of my process
收集參考文獻(xiàn)是一個(gè)重要的過(guò)程的一部分Modeling
建模
After gathering the reference images and source materials it was time to start modeling the whole thing. In ZBrush I start by doing a proxy which is useful to get the proportions of the character, with that done I moved on to refining the model. I like to start with the face because this is the main part which really reflects the characters; this is also where good research pays off! With head done I moved on to making the clothes and armor.
收集參考圖片和材料后是時(shí)候開(kāi)始建模了。在ZBrush中我先做一個(gè)代理是有用的人物的比例,然后我繼續(xù)細(xì)化模型。我喜歡從臉開(kāi)始,因?yàn)檫@是真正反映了人物的主要部分,這也是好的研究得到回報(bào)的地方!我做了頭做衣服和盔甲。Going from a generic face to a realistic likeness
從一張普通的臉到一幅逼真的肖像
完成身體雕刻Clothes and Armor
衣服和盔甲
I like to make cloths in ZBrush and Marvelous Designer ? which is an awesome clothing simulator. Once the clothes are finished in Marvelous, I export it back to ZBrush to work on refining things and adding details. I used a variety of sculpting techniques and brushes to get the detailed textures on the armor, including the Standard brush and Ryan Kingslien's alphas. I like to open the UVs after I think the modeling is done to get them ready for the next step, texturing.
我在喜歡用ZBrush和
Marvelous Designer的布料來(lái)制作?這是一個(gè)很棒的衣服模擬器。一次不可思議的衣服完成,我出口工作回到ZBrush提煉和添加細(xì)節(jié)。我用各種各樣的雕刻技術(shù)和刷子盔甲上的紋理細(xì)節(jié),包括標(biāo)準(zhǔn)筆刷和瑞安Kingslien阿爾法。我喜歡打開(kāi)uv建模完成后我想讓他們準(zhǔn)備好下一步,紋理。Using Marvelous Designer to create the clothing
使用Marvelous Designer軟件創(chuàng)建衣服
The finished clothing and armor
完成的衣服和盔甲
Hand and stitch detailing
手和縫合細(xì)節(jié)Embroidery and pin detailing
刺繡和針詳細(xì)
Map extractions, Texturing
紋理圖案
After the sculpting was done I started extracting the maps I needed to help with painting the textures in Photoshop. I created AO maps to guide me, also Displacement maps, Normal maps and Cavity maps. I like to do this in different layers including the Base color, pattern texture, dirty, scratches and wear.
雕刻完成后我開(kāi)始提取我需要的圖案在Photoshop中。我創(chuàng)建AO地圖來(lái)指導(dǎo)我,還有位移貼圖,法線貼圖和空洞貼圖。我喜歡用不同的圖層來(lái)做,包括底色,圖案紋理,臟,劃痕和磨損。紋理Grooming
打扮
For grooming I like to use Ornatrix for 3ds Max. I make the base style with Ornatrix brushes, after converting and adjusting the curves and I finalize using multiple Ornatrix hair systems.
打扮我喜歡使用ornatrix為3ds Max我刷使基地ornatrix風(fēng)格轉(zhuǎn)換和調(diào)整曲線和我確定使用多個(gè)ornatrix頭發(fā)系統(tǒng)后。
Light and render
光和渲染
For lighting I like to use three point lights and one HDRi. My Render settings are very simple.
照明我喜歡用三個(gè)點(diǎn)光源和一個(gè)HDRi。我的渲染設(shè)置非常簡(jiǎn)單Lighting setup
照明設(shè)置渲染設(shè)置The result of the lighting
照明的結(jié)果The final result