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在3ds Max中制作被毀壞的房間

室內(nèi)效果圖制作基礎(chǔ)教程 觀看預(yù)覽

室內(nèi)效果圖制作基礎(chǔ)教程

包含14節(jié)視頻教程
關(guān)注45.3萬

這個(gè)是最好的室內(nèi)效果圖制作入門教程,從全局總結(jié)開始,進(jìn)入cad軟件3dmax軟件ps軟件一步一步教你制作室內(nèi)效果圖的全過程

關(guān)閉

“被破壞的房間”是由于需要變形而產(chǎn)生的。在這里,用“無序”元素代替了創(chuàng)建線性和干凈的內(nèi)部圖像的習(xí)慣。

The "Destroyed Room" arises from the need to get out of shape. The habit of creating linear and clean interior images is replaced here by the "disorder" element.

引用

建立良好形象的第一步是始終尋找可以作為最終結(jié)果的起點(diǎn)的參考文獻(xiàn)。

Reference

The first step to building a good image is always to search for references that can be used as a starting point for our final result.

建模

在最后看一下你發(fā)現(xiàn)的參考資料后,我們開始在3ds Max中塑造我們的場景和Poly編輯功能。

Modeling

After giving a last look at the references you find, we begin by shaping our scene with the Poly Edit function within 3ds Max.

我用了地板發(fā)電機(jī)的腳本做了地板,并給出了一個(gè)現(xiàn)實(shí)的效果,我修改了傾斜變量。

I used the floorgenerator script to make the floor, and to give a realistic effect I modified the Tilt variable.

框架

為了找到正確的鏡頭,我把vray物理相機(jī)放在地板上,尋找墜落的相機(jī)的效果,并強(qiáng)調(diào)“被摧毀的房間”的成功。

Framing

To find the right shot, I placed the VrayPhysicalCamera on the floor to look for the effect of a fallen camera and accentuate the success of the "Destroyed Room."

模型家具

為了給場景提供更多的質(zhì)量和數(shù)量,我使用了Evermotion創(chuàng)建的模板,將家具和資產(chǎn)添加到場景中。

Model Furniture

To give more quality and quantity of detail to the scene, I used the templates created by Evermotion for adding the furniture and assets to the scene.

風(fēng)的影響

為了完成建模階段,為了提供更動(dòng)態(tài)的效果,我用一個(gè)簡單的“平面”創(chuàng)建了窗簾,但添加了風(fēng)效果。

Wind Effect

To complete the modeling phase, and to give an even more dynamic effect, I created curtains using a simple "plane," but added in a wind effect.

光平衡

我開始“雕刻”光線尋找合適的平衡。在生成了一個(gè)通用的材料之后,我做了一些測試渲染,一次只打開一個(gè)燈。我最終在陽光、天空和人造光之間找到了正確的平衡,然后我平衡了色彩對(duì)比。這是一個(gè)微妙而重要的元素,因?yàn)槿绻麍D像是很平衡的,它也會(huì)像這樣在材料設(shè)置之后。

Light Balance

I started to "sculpt" the light looking for the right balance. After generating a generic material, I do some test renders, turning on one light at a time. I eventually found the right balance between sunlight, sky, and artificial lights, and then I balanced the chromatic contrast. This is a delicate and important element because if the image is well balanced, it will also be like this after the material settings.

材料

對(duì)于材料設(shè)置,我主要使用的是簡單的材料,如“VRaymtl”,以及一些“VrayBlendMtl”的組合!芭c許多人的想法相反,這是一個(gè)證明,即使不使用復(fù)雜的材料,你也能取得很好的效果!

Material

For the material setup I mostly used simple materials like "VRaymtl," and just some combinations of "VrayBlendMtl." Contrary to what many people think, this is a demonstration that you can achieve a great result even without using complicated materials.

渲染設(shè)置

在測試渲染的時(shí)候,我設(shè)置了很低的設(shè)置,讓PC可以給我即時(shí)的反饋,最后的渲染,我設(shè)置了所有高的東西,從輸出中有一個(gè)定義良好的圖像。我還插入了“渲染元素”,我們將在Photoshop的后期制作階段使用。

Render Setup

While for test rendering I have put very low settings so that the PC can give me instant feedback, for the final rendering I set everything high to have a well-defined image from the export. I also insert the "render elements" that we will use for the post-production phase in Photoshop.

在Photoshop中合成

首先,在后期制作階段,我插入了“亮度/對(duì)比度”和“曲線”級(jí)別。在那之后,我通過“門檻和曲線”的水平來平衡圖像的白色。在第三步中,我將不同的渲染元素與主圖像組合在一起。

Compositing in Photoshop

To start, in the postproduction phase, I insert levels of "Brightness / Contrast" and "Curves." After that, I balance the white of the image through the "Threshold & Curve" levels. In the third step I combine the different render elements with the main image.

細(xì)節(jié),Photobashing和最終渲染

后期制作的最后一步是通過“Photobashing”技術(shù)插入細(xì)節(jié)。最后,我用一個(gè)對(duì)比面膜和一個(gè)小效果來強(qiáng)調(diào)所有東西。

Detail, Photobashing & Final Render

The last step of post-production is the insertion of details through the technique of "photobashing." Finally, I emphasize everything with a contrast mask and a vignetting effect.


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