I initially created Charlie to teach character modeling during a master degree of computer graphics at the BigRock training center (http://www.bigrock.it) here in italy. Since I really liked the design, after the course I decided to develop him into a personal piece by adding more details and giving him a context that fits his personality.Concept and References
概念和參考
The original concept was created by Corrado Colleoni (Fig.01).
原來的概念是由Corrado Colleoni創(chuàng)建的(圖01)。
圖01
I took his idea as a starting point and I tweaked the character's volumes a little to make them work better in 3D Finally, I created his equipment, helmet, weapons and the helicopter from scratch.
我把他的想法作為一個(gè)起點(diǎn),我調(diào)整了角色的體積讓他們更好地工作在3 d,最后,我創(chuàng)建了他的設(shè)備,從頭開始頭盔,武器和直升機(jī)。
Looking for references was the longest part of the project. I wanted a cartoony but realistic character, so I spent several nights after work creating a big inspirational library (Fig.02). Since I had already completed the early version of Charlie for the course, I decided to create the rest of the props around him. Thanks to ZBrush I was able to figure out what was working for him directly in 3D, with a few little study sketches on paper.
尋找參考文獻(xiàn)是項(xiàng)目中最長的部分。我想要一個(gè)卡通但真實(shí)的角色,所以我花了幾個(gè)晚上的工作創(chuàng)建一個(gè)大的靈感庫(圖2)因?yàn)槲乙呀?jīng)完成了早期版本的查利的課程,我決定創(chuàng)建其余的道具在他身邊。
由于ZBrush我能夠?yàn)樗页龉ぷ髦苯釉? d,并在紙上幾個(gè)小學(xué)習(xí)草圖。
圖2
Modeling
建模
Charlie was modeled twice. As mentioned before, the first model was created for my character modeling class and was fairly simple. The second was much more detailed and had a number of props. I'm going to talk about the creation process behind each model.
For the first version I started from a cube. From the beginning I modeled the head and the body separately; this way I could add more details to the face without worrying about how to make the loops flow on the torso. Then I created a very simple mesh for the body, which I used later to extract the vest and the shirt. In this early step I took great advantage of the GoZ plugin for ZBrush: it eliminates the time-consuming process of exporting and importing meshes from various software packages. By using it I was able to jump back and forth between the software, using ZBrush to tweak the volumes and relax the vertices, and Maya to add details and redirect the loops when needed (Fig.03).
對于查理的第二版,我雕刻并精制了我已經(jīng)創(chuàng)建的網(wǎng)格(圖05)。 我還添加了新的細(xì)節(jié),并增加了需要支持雕刻的拓?fù)洹?我試圖僅使用法線貼圖來降低渲染時(shí)間,而不是正常和位移組合(圖06)。
圖05
圖06
The helicopter pilots are a variation of the main character. Instead of giving the pilots a new face I tried to characterize them through the helmet itself. This way the viewer is driven to Charlie's Face and the pilots are forced to be secondary characters in the image (Fig.07).
直升機(jī)飛行員是主角的變體。 而不是給飛行員一個(gè)新的面孔,我試圖通過頭盔本身來表征他們。 這樣,觀眾被驅(qū)趕到查理的臉上,飛行員被迫成為圖像中的次要角色(圖07)。
圖07
The helicopter was a new challenge for me because I had never modeled something with that level of detail before. I started with a low poly proxy model, and in the first phase I followed a blueprint of a real chopper used in the Vietnam War: the Huey UH. Then I placed the characters inside the model and rebuilt it around them, trying to create a realistic environment, where they could easily move around and reach every button. Thanks again to ZBrush I was able to try a lot of variations before choosing the one that actually suited Charlie and pilots (Fig.08).
直升機(jī)對我來說是一個(gè)新的挑戰(zhàn),因?yàn)槲覐膩頉]有以這樣的細(xì)節(jié)來模仿某些東西。 我開始使用低代理模式,在第一階段,我按照越南戰(zhàn)爭中使用的真正的切碎機(jī)藍(lán)圖:
he Huey UH然后我把角色放在模型里面,并在它周圍重建, 嘗試創(chuàng)造一個(gè)現(xiàn)實(shí)的環(huán)境,在那里他們可以輕松地移動(dòng)到達(dá)每個(gè)按鈕。再次感謝ZBrush我可以嘗試很多變化,然后選擇一個(gè)真正適合查理和飛行員(圖08)。
圖08
After that I started to replace the proxy model with more detailed meshes. I also created a little in scene library of UV mapped objects (such as buttons, bolts, screws, etc) to quickly insert where needed (Fig.09 - 10).
之后,我開始用更詳細(xì)的網(wǎng)格替換代理模型。 我還創(chuàng)建了一個(gè)場景庫的UV映射對象(如按鈕,螺栓,螺絲等),以快速插入所需的位置(圖09-10)。
圖09
圖10
UV Mapping, Shading and Texturing
UV映射,陰影和紋理
I treated the UV mapping and texturing phase as a pipeline exercise, working more than I should for a static image. I wanted to test my workflow with high res textures and multiple maps for the same character. I also wanted to apply an ambient occlusion bake directly in the diffuse texture to every mesh in the scene. To achieve this result I UV mapped every single object (everything but the screws), trying to create a map for each material, and keeping the maps separated (the helicopter exterior, helicopter interior, weapons and characters) (Fig.11 - 12).
我將UV映射和紋理化處理作為一個(gè)管道練習(xí),比我應(yīng)該為靜態(tài)圖像工作。 我想用相同人物的高分辨率紋理和多個(gè)地圖來測試我的工作流程。 我也想將場景中的每個(gè)網(wǎng)格直接在漫反射紋理中應(yīng)用環(huán)境遮擋烘烤。 為了達(dá)到這個(gè)結(jié)果,我將UV映射到每一個(gè)對象(除了螺絲之外的所有物體),試圖為每種材料創(chuàng)建一張地圖,并保持地圖分離(直升機(jī)外部,直升機(jī)內(nèi)飾,武器和人物)(圖11-12) 。
圖11
圖12
Then I created a PSD file with the UV snapshot reference in it, and recorded some actions to save and overwrite automatically the maps (mostly diffuse, specular and normal) in order to speed up the testing phase (Fig.13 - 14).
然后,我創(chuàng)建了一個(gè)帶有UV快照參考的PSD文件,并記錄了一些操作,以自動(dòng)保存并覆蓋地圖(主要是漫反射,鏡面和正常),以加快測試階段(圖13-14)。
圖13
圖14
Having all the UV shells unfolded and no overlapping helped me a lot. It allowed me to add details with repeatable patterns in Photoshop, especially for the dresses, and also gave me the chance to export various maps from ZBrush.
所有紫外線殼打開,沒有重疊的幫了我大忙。它讓我在PS圖象處理軟件可重復(fù)的模式添加細(xì)節(jié),尤其是衣服,也給了我機(jī)會從ZBrush出口各種地圖。
Usually I work this way (Fig.15):
1. Creation of different flat color islands following the UV snapshots in Photoshop
2. Application and deformation of clean patterns or textures
3. Dirt and scratches: with blending modes in Photoshop or using masks previously created in ZBrush (I used this method, for example, to isolate the chipped off paint in the helicopter)
4. Ambient Occlusion bake multiplied on top to add detail
Specular and Normal maps creation
通常我這樣工作(圖15):
按照Photoshop中的UV快照創(chuàng)建不同的平面色島
2.清潔圖案或紋理的應(yīng)用和變形
3.污垢和劃痕:在Photoshop中使用混合模式或使用以前在ZBrush中創(chuàng)建的面罩(我使用這種方法,例如,分離直升機(jī)中的切割油漆)
4.環(huán)境遮擋烘烤在上面加倍添加細(xì)節(jié)
鏡面和正常的地圖創(chuàng)建
圖15
I was testing V-Ray for Maya so I decided to try the V-Ray materials. Vrmtl shaders are really easy to set up in Maya and give good results in rendering. The only exception is maybe the fast SSS, which is good but not as good and flexible as the mental ray Fast Skin SSS
我正在為 Maya測試V-Ray,所以我決定嘗試使用V-Ray渲染。 Vrmtl著色器真的很容易在Maya中設(shè)置,并在渲染中給出很好的結(jié)果。 唯一的例外可能是快速SSS,這是好的,但不如mental ray Fast Skin SSS那么好和靈活
(圖16).
圖16
Posing
擺姿勢
I didn't want to animate Charlie, so the pose was the only thing that would help the viewer understand his attitude. After creating a fast rig (no extra controls, only joints) I tried to characterize him the best I could, experimenting with different poses. I wanted something exaggerated but still believable. Once I was satisfied with his pose I exported everything back to ZBrush for the finishing touches. I modeled his facial expression and fixed some interpenetration issues (Fig.17).
我不想為查理制作動(dòng)畫,所以姿勢是唯一可以幫助觀眾理解他的態(tài)度的。 在創(chuàng)建一個(gè)快速鉆機(jī)(沒有額外的控制,只有關(guān)節(jié))之后,我試圖用最好的方式來表征他,嘗試不同的姿勢。 我想要一些夸張但仍然可信的東西。 一旦我對他的姿勢感到滿意,我將所有東西都帶回到ZBrush的最后一刻。 我模仿了他的面部表情,并修正了一些相互滲透的問題(圖17)。
圖17
Lighting and Rendering
燈光和渲染
The final scene was pretty heavy so to avoid long lasting rendering, I tried to keep the light setup as simple as I could. I decided to use a V-Ray sun light, an HDR image to simulate the sky and a hidden V-Ray light inside the helicopter to brighten the pilots area. I also used Global Illumination (irradiance map + light cache). The cloudy background of the final image was the same HDRi used for the render, retouched and color corrected (Fig.18).
最后的場景是很重的,要避免長時(shí)間的渲染,我試圖把燈光設(shè)置簡單的我可以。我決定使用vray太陽光,模擬天空和隱藏的燈光照亮在直升機(jī)飛行員地區(qū)HDR圖像。我也使用全局光照(光貼圖+光緩存)。最終圖像的云背景用于呈現(xiàn)相同的HDRI,修飾和色彩校正(圖18)。
圖18
Before rendering I set up some V-Ray render passes in order to have more opportunities to retouch and enhance the image in Photoshop. I also created two ambient occlusion passes: one with narrow shadows to catch small holes and details, and another with very wide shadows to give some more shading where needed.
在渲染之前,我設(shè)置了一些V-Ray渲染通道,以便有更多的機(jī)會潤飾和增強(qiáng)Photoshop中的圖像。 我還創(chuàng)造了兩個(gè)環(huán)境遮擋通道:一個(gè)具有窄陰影以捕捉小洞和細(xì)節(jié),另一個(gè)具有非常寬的陰影,以便在需要時(shí)給出更多的陰影。
In Photoshop I isolated five different parts: helicopter exterior, helicopter interior, Charlie, pilots and background choppers. I added contrast and details to every object using passes and textures from my library, and then I created some depth of field and fog with the ZDepth pass. Finally I created some vignetting and glowing effects (Fig.19).
在Photoshop中,我分離了五個(gè)不同的部分:直升機(jī)外部,直升機(jī)內(nèi)部,查理,飛行員和背景砍刀。 我使用我的庫中的傳遞和紋理為每個(gè)對象添加了對比度和細(xì)節(jié),然后通過ZDepth傳遞創(chuàng)建了一些景深和霧。 最后我創(chuàng)造了一些暈影和發(fā)光的效果(圖19)。
圖19
圖20
Thanks everybody for reading.