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創(chuàng)建一個arch-viz場景

nuke教程基礎部分 觀看預覽

nuke教程基礎部分

包含8節(jié)視頻教程
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nuke是電影專用高端合成工具,朱峰社區(qū)將會從零開始講解這款高端軟件。并且聘請國內電影合成老師來打造系列課程。和真實的工作一樣將接觸到真實電影合成工作。

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如何創(chuàng)建一個獲獎的建筑可視化是一個很難回答的問題。那是為什么?這篇文章中的所有圖片都來自Double Aye。 他們有一些驚人的工作,不僅推動了可視化行業(yè),而且展示了我在文章中提出的很多觀點。

How to create a winning architectural visualization is at first glance potentially quite a difficult question to answer. Why is that? Just to note that all of the images in this article are from Double Aye. They have got some amazing work which is not only pushing forward the visualization industry, but also illustrates many of the points I make in the article.

The curse of premade props

There are a huge number of free and paid for 3D models out there. The provision of off the shelf resources has really exploded in the last 4 or 5 years. Much of it is free, even for commercial use, and so there has been a major uptake in their use. This is all well and good because it speeds up the workflow. The curse is that you run the risk of your scenes looking the same as many other artists! Where possible try and create your models from scratch. A lot of work but often worth it.

預制道具的詛咒

有大量免費和付費的3D模型在那里。 過去四五年來,提供現貨資源真的有所爆炸。 其中大部分是免費的,即使是商業(yè)用途,因此在使用中已經有很大的吸引力。 這一切都很好,因為它加快了工作流程。 詛咒是你冒著與許多其他藝術家一樣的場景的風險! 盡可能嘗試從頭開始創(chuàng)建模型。 很多工作,但經常值得。

Work on your composition

The layout and composition of your scene will go a long way to communicating your design and your vision behind it. Take care over the way things are laid out. That means that you'll need to get used to set dressing your scenes, not just randomly placing objects here and there, but making it believable and making sure there are reasons behind why objects are placed in a certain position.

整理你的作品

您的場景的布局和組成將有很長的路要傳達您的設計和您的愿景背后。照顧好事情的安排。這意味著你需要習慣于設置你的場景,不僅僅是隨意放置物體,而且要使它可信,并確保物體放置在某個位置的原因。

Avoid anything that detracts

You'll also want to avoid anything in your scene that detracts from the quality of your image. So, if you've got a model that you know is just not up to scratch and it's really obvious. The rest of your scene is top draw but this one model and maybe its texture is just really lacking. If that's the case either improve that model or just remove it from your scene. You'll want to make sure that everything in your scene ties together well. Make sure your textures also sit together well. There's not much worse than a single texture that screams out ‘amateur' when the rest of the scene is so good.

避免任何減損的東西

您還將避免在場景中損害圖像質量的任何內容。 所以,如果你有一個模型,你知道只是沒有劃傷,這是非常明顯的。 你的場景的其余部分是頂尖的,但是這個模型,也許它的紋理只是真的缺乏。 如果是這樣,可以改進該模型,或者將其從場景中刪除。 你會想確保你場景中的一切都很好地聯系在一起。 確保您的紋理也很好地坐在一起。 沒有比單一的紋理更糟糕,當場景的其余部分如此好時,它會尖叫出“業(yè)余”。

Use camera angles that communicate emotion

Often the following advice is given: "Use creative camera angles” but what does that even mean? Let me put a little flesh on the bones and even give you a better idea of how to use camera angles effectively. Watching and studying films is probably the best way to do this. The best directors use camera angles that communicate the emotion they are trying to convey. So why not going and watch a film or two and write down how the camera angles make you feel!

使用傳達情感的相機角度

通常會給出以下建議:“使用創(chuàng)意攝像機角度”,但這甚至意味著什么?給你一個更好的想法,如何有效地使用攝像機角度。觀看和學習電影可能是 最好的導演使用攝像機角度傳達他們想要傳達的情感,所以為什么不去看一兩部電影,寫下相機的角度如何讓你感覺到!

Attention to detail

When putting your scene together, and especially in the modeling and texturing phases of your workflow, it is important that you give a lot of attention to detail. Where possible try not to cut corners or to rush the process. Artists like Bertrand Benoit are famous for putting the extra effort into the modeling and texturing of his scenes and it really pays off. That being said, you'll obviously need to work out where the payoff is for the time you've taken.

注重細節(jié)

將場景整合在一起,特別是在工作流程的建模和紋理化階段,重要的是您會非常重視細節(jié)。 在可能的情況下,盡量不要削減角落或者趕上這個過程。 像貝特朗貝諾伊(Bertrand Benoit)這樣的藝術家以為場景的建模和紋理進行額外的努力而聞名,這真的是值得的。 話雖如此,你顯然需要找出所付出的時間。

Be yourself

This is probably the best advice I can give you. You've just got to be yourself. Be a voice, not an echo. Sure, grab inspiration from others but try to avoid copying! There will be elements and styles that you might want to borrow from other artists but try as much as possible to do your own thing. This will take courage and boldness but there is nothing better than knowing that what you've created is unique to you. Be free!

做你自己

這可能是我能給你的最好的建議。當然,從別人那里得到靈感,但是盡量避免抄襲! 將會有元素和風格,你可能想從其他藝術家借來,但盡可能多地做自己的事情。 這將是勇氣和勇氣,但沒有什么比知道你創(chuàng)造的是獨一無二的。 是自由的!

Do something different

Following on from the last point a little. When you create something try and create something that is different. Far too much arch-viz is very samey and to a certain extent this is unavoidable. I so love seeing work that is different because it's new and fresh. If you want inspiration then I would encourage you to look at other art forms outside of arch-viz. This will help you stand out and apart.

做一些不同的事情

從最后一點繼續(xù)下去。 當你創(chuàng)造一些嘗試創(chuàng)造不同的東西。 太多的arch-viz是非常相似的,在一定程度上這是不可避免的。 我喜歡看到不同的工作,因為它是新鮮的。 如果你想要靈感,那么我會鼓勵你去看看其他的藝術形式。 這將有助于您脫穎而出。

Have a style

As you grow as a 3D artist you'll do well to develop your own style. It's not to say that all of your work has to look the same but every great artist has a style. It sets them apart and the viewer knows whose work they are looking at. This might be something that takes years of crafting and refining but it's definitely something to aim for.

有風格

當您作為3D藝術家成長時,您將會很好地發(fā)展自己的風格。 不是說所有的工作都要看起來一樣,但是每個偉大的藝術家都有一種風格。 它將它們分開,觀眾知道他們正在看的工作。 這可能需要多年的制作和精煉,但這絕對是一個目標。

Bring personality into your scene

Far too many visualizations are technically brilliant but they lack any sort of personality and emotion. They can be appreciated for how well they've been put together but they're not causing me to be moved or to contemplate and think about what it's communicating. Bringing personality such as people, or playfulness can really bring a visualization alive. You may also want to communicate negative emotions and I would encourage you to play with that if it suits the mood you're going for.

將個性帶入您的場景

太多的可視化技術在技術上是輝煌的,但他們缺乏任何形式的個性和情感。 他們可以欣賞他們已經被放在一起,但他們并沒有使我被動員,或考慮和思考它的溝通。 帶來個性,如人,或玩具,真的可以帶來可視化。 你可能也想傳達消極的情緒。

Aim for the best quality

Hopefully this one goes without saying but obviously, it's important to aim for the best possible quality. This is especially true if it's a portfolio piece and you're trying to put it into a gallery. There is such a huge amount of incredible quality work out there that you've got to do something that really stands out to get accepted in. It's worth taking longer over a piece to make sure it shows off your skills to their maximum.

瞄準最好的質量

希望這個不用說,但很明顯,重要的是盡可能的品質。 這是一個特別的事實,如果它是一個投資組合,你正試圖把它放在一個畫廊。 有這么多的令人難以置信的質量工作,你必須做一些真正突出被接受的東西。值得花更長的時間,以確保它顯示你的技能到最大限度。

Conclusion

Hopefully that's been a helpful overview of some of the things to think about. Most of them can be boiled down to thinking about why you're doing each thing. It's always good to have a motivating reason for why you're setting up a particular camera angle or even why you're placing an object in a certain position. This will go a long way to helping your visualizations be believable and will give them a huge amount of extra credit with the view. But this list is in no way exhaustive; why not add your own thoughts in the comments below.

結論

希望這是一些有用的概述。 他們中的大多數可以煮熟,想想你為什么要做每件事情。 有一個激勵的原因總是很好,為什么你設置一個特定的攝像頭角度,甚至為什么你放置一個對象在一定的位置。 這將大大有助于您的可視化是可信賴的,并將給予他們大量的額外信用。 但這份清單并不詳盡; 為什么不在下面的評論中添加你自己的想法。


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