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所有的東西都到位了以后,去找一些材質(zhì),找到了一些很好的土壤材料,一些用于加油站的木材和一些生銹的舊金屬板。
All the pieces were in place, so I went to my texture provider, cgtextures.com, and found some good materials for soil, wood for the gas station and some rusted and aged metal sheet.
我用Photoshop合并了幾個(gè)紋理,場景中的每一個(gè)主模型都有基本的UV貼圖,更精確。我用顏色減淡(圖06)這樣的工具把我所有的紋理都變舊了。
I used Photoshop to merge several textures and each main model in the scene has basic UV mapping for more precision. I aged all my textures with tools like Burn and Color Dodge (Fig.06).
圖06
我使用了基本的著色器,沒有什么特別的,只是預(yù)置的材料稍微調(diào)整了一點(diǎn)(圖07)。
I used basic shaders, nothing special, just preset materials tweaked a little bit (Fig.07).
圖 07
我在地上畫了一個(gè)位移貼圖,以得到漂亮的凸起和現(xiàn)實(shí)的效果。我做的另一件事是加入像石頭和石子這樣的粒子。我使用了噴霧點(diǎn)和克隆點(diǎn)工具,在地面上得到了一個(gè)不錯的隨機(jī)效果(圖08)。
I put a Displacement map on the ground to get nice bumps and a realistic effect. Another thing I did was add in particles like stones and gravel. I used the Spray Point and Clone Point tools to get a nice, random effect on the ground (Fig.08).
圖 08
燈光設(shè)置包括一個(gè)簡單的區(qū)域燈光,制造柔和的陰影和橙色,以獲得日落感覺。一切都是用蒙特卡洛在FPrime上的輻射來呈現(xiàn)的。
The lighting setup included a simple area light that made soft shadows and was an orange color to get a sunset feeling. Everything was rendered with Monte Carlo radiosity in FPrime.
第二束光是一個(gè)簡單的點(diǎn)光。我添加了一個(gè)紋理化的環(huán)境圖像,以得到適合沙漠的顏色。這是一個(gè)簡單而有力的方法,可以有效地照明3D模型(圖09)。
The second light is a simple point light. I added a textured environment image to get the right colors for the desert. This was a simple, but powerful, way of lighting a 3D model effectively (Fig.09).
圖09
我把所有東西都導(dǎo)入了photoshopcs4,我先做了一個(gè)顏色校正。并放了一些照片濾鏡以獲得正確的色調(diào)。我通常使用一個(gè)55mm的插件和ColorFX Pro,我的所有工作都是用一個(gè)Wacom Intous4完成的(圖10)。
I imported everything to Photoshop CS4 and I did a color correction first. I played with the levels and put some photo filters in to get the right mood. I usually use a 55mm plugin and ColorFX Pro and all of my work is done with a Wacom Intous4 (Fig.10).
圖 10
我在cg紋理上搜索了一個(gè)好的背景山,試圖找到一個(gè)類似的燈光場景,這樣圖像就會融入到場景中。我也加了一片天空。對于靜態(tài)圖像,我喜歡使用照片背景來得到一個(gè)漂亮的結(jié)尾。當(dāng)你做3D圖像的時(shí)候,你需要的是實(shí)用的,而不是所有的東西。這是一個(gè)很好的挑戰(zhàn),但是從效率的角度來看,這是在浪費(fèi)時(shí)間。
I searched for a good background mountain on cgtextures, trying to find a similar lighting scenario so that the image would integrate into the scene. I added a sky too. For still images I like to use photo backgrounds to get a nice finish. When you're doing 3D images for stills you need to be practical and not model everything. It is a good challenge to do this, but in terms of efficiency it's a waste of time in my humble opinion (Fig.11 - 12).
圖11
圖12
后來,我用減淡工具做了一些調(diào)整,以獲得明亮的值,并使其他一些地方變暗。當(dāng)我對結(jié)果感到滿意時(shí),我把所有的東西都合并了,繼續(xù)畫畫。我添加了一些較輕的斑點(diǎn),在明亮的區(qū)域中添加了圓形的刷子,并使用我的銳刷在一些地方獲得了較好的紋理。
Later, I did some touches with the Burn and Dodge tool to get bright values and darken some others. When I was happy with the result, I merged everything and continued drawing, because I don't like to get lost in layers in this type of job. I put in some lighter spots, adding glows in the brighter zones with round brushes and using my sharpen brush to get nice textures in some places.
8小時(shí)后,我使用顏色值,添加了一些濾鏡以得到良好的水洗風(fēng)格,這是最后的圖像(圖13)。
After eight hours of post, I play with color values, added some filters to get a nice washed style finish and here is the final image (Fig.13).
我花了三天時(shí)間完成這個(gè)項(xiàng)目。這是一個(gè)很好的經(jīng)驗(yàn)和細(xì)節(jié)挑戰(zhàn),如地面位移,大量的粒子和石頭、瓶子、碎玻璃等。謝謝閱讀!
I took about three days to finish the project. It was a good texturing experience and a challenge to get crisp details like the displacement ground, a huge amount of particles and stones, bottles, shattered glass etc.Thanks for reading!
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